Tuesday, September 27, 2011

Difference between Proxy, Decorator, Adaptor, and Bridge Patterns ?

Proxy, Decorator, Adapter, and Bridge are all variations on "wrapping" a class. But their uses are different.
  • Proxy could be used when you want to lazy-instantiate an object, or hide the fact that you're calling a remote service, or control access to the object.
    See proxy pattern with details.
  • Decorator is also called "Smart Proxy." This is used when you want to add functionality to an object, but not by extending that object's type. This allows you to do so at runtime.
  • Adapter / Wrapper is used when you have an abstract interface, and you want to map that interface to another object which has similar functional role, but a different interface.
    In particular Decorator looks very close to Adapter but still there is basic difference:
      Adapter / Wrapper Decorator
    Composes "origin" class True True
    Modifies original interface True False
    Modifies behavior of interface
    False True
    Proxies method calls True True
     
    See Adapter pattern and Decorator Pattern with examples.
  • Bridge is very similar to Adapter, but we call it Bridge when you define both the abstract interface and the underlying implementation. I.e. you're not adapting to some legacy or third-party code, you're the designer of all the code but you need to be able to swap out different implementations.
    See bridge pattern with example.
  • Facade is a higher-level (read: simpler) interface to a subsystem of one or more classes. Think of Facade as a sort of container for other objects, as opposed to simply a wrapper. So you don't have to worry about so many things, just call the facade to do all the stuff.
    See Facade pattern with example.

Interface And Abstraction – Spiritual Explanation

“What is the difference between interface and abstract class?”, a typical interview question . Answer is so obvious, and we can list at least 3 differences. Here is an attempt to correlate Object Oriented world with spiritual world, and explain abstraction and interface.

“Soul is an abstract notion realized by concrete living being”. So as per OO world, if you got “Soul” as abstract class, you got to have a concrete class “Life”. Soul can not operate without Life.
Just like I said object is an entity with an objective to live, abstract class can live through concrete class. Inheritance is the only mechanism for an abstract class to live. Spiritually, Soul operates through life. Life is an object with a process thread running in it.

In Spiritual world, it is said that “Soul carries the karma (good or bad actions) from previous life, which has influences in the new life”. If you consider this statement, karma is the action log recorded into the abstract class.
Body is an interface to life (and hence interface to Soul) and real world. so IBody can be implemented by body of human, bird or any living creature. Once the objective is complete in this real world, destructor is called on life object. However actions are kept recorded (like log files) in the abstract class through out this new life.
In every new life actions recorded in abstract class is not revealed, as it is private declaration . Only the ultimate object builder (God)  has access to it. Object builder reads this private variable, and makes the decision of choosing a new interface for Soul. Dispose method is programmed to be called in a timer function. When timer event fires, dispose is called, and the Life object is disposed terminating the process thread.

After thread is terminated and Life is disposed, Object builder reads the record log from Soul class. Based on the karma recorded in the log, a new object with the suitable interface (body) is created, and Life is induced into it with a process thread. And a timer is started in the Life class, which when fires Thread Abort is called.

Thursday, September 22, 2011

Shallow Copy and Deep Copy

There are two ways to make a copy of an object called shallow copy and deep copy.
Here is what they mean:

Shallow Copy
Shallow copy is a bit-wise copy of an object. A new object is created that has an exact copy of the values in the original object. If any of the fields of the object are references to other objects, just the references are copied. Thus, if the object you are copying contains references to yet other objects, a shallow copy refers to the same subobjects.

Deep Copy
Deep copy is a complete duplicate copy of an object. If an object has references to other objects, complete new copies of those objects are also made. A deep copy generates a copy not only of the primitive values of the original object, but copies of all subobjects as well, all the way to the bottom. If you need a true, complete copy of the original object, then you will need to implement a full deep copy for the object.
Shallow Copy
Shallow Copy
Deep Copy
Deep Copy

You may like : 
Design patterns using shallow copy and deep copy - Prototype pattern
Shallow and deep copy using clone

Chitika