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Showing posts with label Design Pattern. Show all posts
Showing posts with label Design Pattern. Show all posts

Jan 9, 2013

Composite Design Pattern

A Composite is a tree structure consisting of individual objects mixed with compositions of objects, that is, objects that have other objects as their children. The goal of the Composite pattern is to be able to treat individual objects and compositions of objects the same way. All objects in the Composite are derived from Composite itself.  
In the book"Design Patterns" Gamma et al., Addison-Wesley" Composite pattern describe like this "Compose objects into tree structures to represent whole-part hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly." 


This pattern allows to set up a tree structure and ask each element in the tree structure to perform a task. A typical tree structure would be a company organization chart, where the CEO is at the top and other employees at the bottom. After the tree structure is established, you can then ask each element, or employee, to perform a common operation.

Fig: The concept of composite pattern


Fig:UML of the composite pattern



- Create a console project in visual studio
- Create Interface of named it IEmployee
IEmployee.cs

  public interface IEmployee
    {
        void ShowLevel();
    }



- Create a class Worker and implement IEmployee

public class Worker:IEmployee
    {
        private string name;
        private int level;

        public Worker(string name, int level)
        {
            this.name = name;
            this.level = level;
        }

        void IEmployee.ShowLevel()
        {
            Console.WriteLine(name + " Access Level:" + level);

        }
    }





- Create Admin class and implement IEmployee
public class Admin:IEmployee
    {
        private string name;
        private int level;
        private List<IEmployee> subLevelObj = new List<IEmployee>();
     

        public Admin(string name, int level)
        {
            this.name = name;
            this.level = level;
        }


        void IEmployee.ShowLevel()
        {
            Console.WriteLine(name + " Access level of:" + level);
            //show all sub level
            foreach (IEmployee i in subLevelObj)
                i.ShowLevel();
        }

        public void AddSubLevel(IEmployee employeeObj)
        {
            subLevelObj.Add(employeeObj);
        }

    }





 - In the programs.cs file



static void Main(string[] args)
        {
            Worker aObj = new Worker("Faruk",4);
            Admin bObj = new Admin("Omar", 7);
            Admin cObj = new Admin("Jubayer",9);
            Admin dObj = new Admin("Khalid",8);
            Worker eObj = new Worker("Miki",6);
            Worker fObj = new Worker("Rajib",5);

            //Now Setup the relations
            bObj.AddSubLevel(dObj); //khalid belongs to Omar
            dObj.AddSubLevel(eObj); //miki belongs to khalid
            cObj.AddSubLevel(bObj); //Omar belongs to Jubayer
            cObj.AddSubLevel(fObj); //Rajib belongs to Jubayer
            bObj.AddSubLevel(aObj); //Faruk belongs to Omar


            //Jubayer shows the lavel and ask everyont to do the same
            if (cObj is IEmployee)
                (cObj as IEmployee).ShowLevel();


            Console.ReadKey();
        }

Dec 25, 2012

Design Patterns


Creational Patterns

Abstract Factory
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Builder
Separate the construction of a complex object from its representation so that the same construction process can create different representations.
Factory Method
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
Prototype
Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
Singleton
Ensure a class only has one instance, and provide a global point of access to it.

Structural Patterns

Adapter
Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
Bridge
Decouple an abstraction from its implementation so that the two can vary independently.
Composite
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
Decorator
Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
Facade
Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
Flyweight
Use sharing to support large numbers of fine-grained objects efficiently.
Proxy
Provide a surrogate or placeholder for another object to control access to it.


Behavioral Patterns

Chain of Responsibility
Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
Command
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Interpreter
Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
Iterator
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Mediator
Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
Memento
Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.
Observer
Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
State
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Strategy
Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
Template Method
Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
Visitor
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.


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