Ti Python
Ti Python
in
Python
Design Patterns and
Problem-Solving
Techniques
Bruce Eckel
President, MindView, Inc.
Please note that this document is in its initial form, and much remains to
be done.
Contents
Preface 5
Introduction 7
The Y2K syndrome ..............8
Context and composition ....9
A quick course in Python for programmers 11
Python overview .................11
Built-in containers ........................12
Functions ......................................13
Strings ...........................................14
Classes ...........................................16
Preface
The material in this book began in conjunction with a
Java seminar that I have given for several years, a couple
of times with Larry O’Brien, then with Bill Venners. Bill
and I have given many iterations of this seminar and
we’ve changed it many times over the years as we both
have learned more about patterns and about giving the
seminar. Add Comment
In the process we’ve both produced more than enough information for us
each to have our own seminars, an urge that we’ve both strongly resisted
because we have so much fun giving the seminar together. We’ve given the
seminar in numerous places in the US, as well as in Prague (where we try
to have a mini-conference every Spring together with a number of other
seminars). We’ve occasionally given it as an on-site seminar, but this is
expensive and difficult to schedule, because there are two of us. Add
Comment
A great deal of appreciation goes to the people who have participated in
these seminars over the years, and to Larry and Bill, as they have helped
me work through these ideas and to refine them. I hope to be able to
continue to form and develop these kinds of ideas through this book and
seminar for many years to come. Add Comment
This book will not stop here, either. Originally, this material was part of a
C++ book, then a Java book, then it broke off into its own Java-based
book, and finally, after much pondering, I decided that the best way to
initially create my design patterns treatise is to write it in Python first
(since we know Python makes an ideal prototyping language!) and then
translate the relevant parts of the book back into the Java version. I’ve
had the experience before of casting an idea in a more powerful language,
then translating it back into another language, and I’ve found that it’s
much easier to gain insights and keep the idea clear. Add Comment
So Thinking in Python is, initially, a translation of Thinking in Patterns
with Java, rather than an introduction to Python (there are already plenty
of fine introductions to that superb language). I find this prospect to be
much more exciting than the idea of struggling through another language
tutorial (my apologies to those who were hoping for that). Add Comment
Introduction
This is a book about design that I have been working on
for years, basically ever since I first started trying to read
Design Patterns (Gamma, Helm, Johnson & Vlissides,
Addison-Wesley, 1995), commonly referred to as the
Gang of Four1 or just GoF). Add Comment
There is a chapter on design patterns in the first edition of Thinking in
C++, which has evolved in Volume 2 of the second edition of Thinking in
C++, and you’ll also find a chapter on patterns in the first edition of
Thinking in Java. I took that chapter out of the second edition of
Thinking in Java because that book was getting too big, and also because
I had decided to write Thinking in Patterns. That book, still to be finished,
has become this one. The ease of expressing these more complex ideas in
Python will, I think, finally allow me to get it all out. Add Comment
This is not an introductory book. I am assuming that you have worked
your way through at least Learning Python (by Mark Lutz & David
Ascher; OReilly, 1999) or an equivalent text before coming to this book.
Add Comment
In addition, I assume you have more than just a grasp of the syntax of
Python. You should have a good understanding of objects and what
they’re about, including polymorphism. Add Comment
On the other hand, by going through this book you’re going to learn a lot
about object-oriented programming by seeing objects used in many
different situations. If your knowledge of objects is rudimentary, it will get
much stronger in the process of understanding the designs in this book.
Add Comment
Tze Tung, when four persons including Mao’s widow made a power play, and
were demonized by the Chinese Communist Party under that name.
The Y2K syndrome
In a book that has “problem-solving techniques” in its subtitle, it’s worth
mentioning one of the biggest pitfalls in programming: premature
optimization. Every time I bring this concept forward, virtually everyone
agrees to it. Also, everyone seems to reserve in their own mind a special
case “except for this thing that I happen to know is a particular problem.”
Add Comment
The reason I call this the Y2K syndrome has to do with that special
knowledge. Computers are a mystery to most people, so when someone
announced that those silly computer programmers had forgotten to put in
enough digits to hold dates past the year 1999, then suddenly everyone
became a computer expert – “these things aren’t so difficult after all, if I
can see such an obvious problem.” For example, my background was
originally in computer engineering, and I started out by programming
embedded systems. As a result, I know that many embedded systems have
no idea what the date or time is, and even if they do that data often isn’t
used in any important calculations. And yet I was told in no uncertain
terms that all the embedded systems were going to crash on January 1,
20002. As far as I can tell the only memory that was lost on that particular
date was that of the people who were predicting doom – it’s as if they had
never said any of that stuff. Add Comment
The point is that it’s very easy to fall into a habit of thinking that the
particular algorithm or piece of code that you happen to partly or
thoroughly understand is naturally going to be the bottleneck in your
system, simply because you can imagine what’s going on in that piece of
code and so you think that it must somehow be much less efficient than all
the other pieces of code that you don’t know about. But unless you’ve run
actual tests, typically with a profiler, you can’t really know what’s going
on. And even if you are right, that a piece of code is very inefficient,
remember that most programs spend something like 90% of their time in
less than 10% of the code in the program, so unless the piece of code
you’re thinking about happens to fall into that 10% it isn’t going to be
important. Add Comment
2These same people were also convinced that all the computers were going to
crash then, too. But since virtually everyone had the experience of their Windows
machine crashing all the time without particularly dire results, this didn’t seem to
carry the same drama of impending doom.
“Premature optimization is the root of all evil.” is sometimes referred to as
“Knuth’s law” (from Donald E. Knuth). Add Comment
Python overview
This brief introduction is for the experienced programmer (which is what
you should be if you’re reading this book). You can refer to the full
documentation at www.Python.org (especially the incredibly useful
HTML page A Python Quick Reference), and also numerous books such as
Learning Python by Mark Lutz and David Ascher (O’Reilly, 1999). Add
Comment
Python is often referred to as a scripting language, but scripting languages
tend to be limiting, especially in the scope of the problems that they solve.
Python, on the other hand, is a programming language that also supports
scripting. It is marvelous for scripting, and you may find yourself
replacing all your batch files, shell scripts, and simple programs with
Python scripts. But it is far more than a scripting language. Add Comment
Python is designed to be very clean to write and especially to read. You
will find that it’s quite easy to read your own code long after you’ve written
it, and also to read other people’s code. This is accomplished partially
through clean, to-the-point syntax, but a major factor in code readability
is indentation – scoping in Python is determined by indentation. For
example: Add Comment
#: c01:if.py
response = "yes"
if response == "yes":
print "affirmative"
val = 1
print "continuing..."
#:~
The ‘#’ denotes a comment that goes until the end of the line, just like
C++ and Java ‘//’ comments. Add Comment
First notice that the basic syntax of Python is C-ish as you can see in the if
statement. But in a C if, you would be required to use parentheses around
the conditional, whereas they are not necessary in Python (it won’t
complain if you use them anyway). Add Comment
The conditional clause ends with a colon, and this indicates that what
follows will be a group of indented statements, which are the “then” part
of the if statement. In this case, there is a “print” statement which sends
the result to standard output, followed by an assignment to a variable
named val. The subsequent statement is not indented so it is no longer
part of the if. Indenting can nest to any level, just like curly braces in C++
or Java, but unlike those languages there is no option (and no argument)
about where the braces are placed – the compiler forces everyone’s code to
be formatted the same way, which is one of the main reasons for Python’s
consistent readability. Add Comment
Python normally has only one statement per line (you can put more by
separating them with semicolons), thus no terminating semicolon is
necessary. Even from the brief example above you can see that the
language is designed to be as simple as possible, and yet still very
readable. Add Comment
Built-in containers
With languages like C++ and Java, containers are add-on libraries and not
integral to the language. In Python, the essential nature of containers for
programming is acknowledged by building them into the core of the
language: both lists and associative arrays (a.k.a. maps, dictionaries, hash
tables) are fundamental data types. This adds much to the elegance of the
language. Add Comment
In addition, the for statement automatically iterates through lists rather
than just counting through a sequence of numbers. This makes a lot of
sense when you think about it, since you’re almost always using a for loop
to step through an array or a container. Python formalizes this by
automatically making for use an iterator that works through a sequence.
Here’s an example: Add Comment
#: c01:list.py
list = [ 1, 3, 5, 7, 9, 11 ]
print list
list.append(13)
for x in list:
print x
#:~
The first line creates a list. You can print the list and it will look exactly as
you put it in (in contrast, remember that I had to create a special Arrays2
class in Thinking in Java, 2nd Edition in order to print arrays in Java).
Lists are like Java containers – you can add new elements to them (here,
append( ) is used) and they will automatically resize themselves. The for
statement creates an iterator x which takes on each value in the list. Add
Comment
You can create a list of numbers with the range( ) function, so if you
really need to imitate C’s for, you can. Add Comment
Notice that there aren’t any type declarations – the object names simply
appear, and Python infers their type by the way that you use them. It’s as
if Python is designed so that you only need to press the keys that
absolutely must. You’ll find after you’ve worked with Python for a short
while that you’ve been using up a lot of brain cycles parsing semicolons,
curly braces, and all sorts of other extra verbiage that was demanded by
your non-Python programming language but didn’t actually describe what
your program was supposed to do. Add Comment
Functions
To create a function in Python, you use the def keyword, followed by the
function name and argument list, and a colon to begin the function body.
Here is the first example turned into a function: Add Comment
#: c01:myFunction.py
def myFunction(response):
val = 0
if response == "yes":
print "affirmative"
val = 1
print "continuing..."
return val
print myFunction("no")
print myFunction("yes")
#:~
Notice there is no type information in the function signature – all it
specifies is the name of the function and the argument identifiers, but no
argument types or return types. Python is a weakly-typed language, which
means it puts the minimum possible requirements on typing. For
example, you could pass and return different types from the same
function: Add Comment
#: c01:differentReturns.py
def differentReturns(arg):
if arg == 1:
return "one"
if arg == "one":
return 1
print differentReturns(1)
print differentReturns("one")
#:~
The only constraints on an object that is passed into the function are that
the function can apply its operations to that object, but other than that, it
doesn’t care. Here, the same function applies the ‘+’ operator to integers
and strings: Add Comment
#: c01:sum.py
def sum(arg1, arg2):
return arg1 + arg2
Strings
The above example also shows a little bit about Python string handling,
which is the best of any language I’ve seen. You can use single or double
quotes to represent strings, which is very nice because if you surround a
string with double quotes, you can embed single quotes and vice versa:
Add Comment
#: c01:strings.py
print "That isn't a horse"
print 'You are not a "Viking"'
print """You're just pounding two
coconut halves together."""
print '''"Oh no!" He exclaimed.
"It's the blemange!"'''
print r'c:\python\lib\utils'
#:~
Note that Python was not named after the snake, but rather the Monty
Python comedy troupe, and so examples are virtually required to include
Python-esque references. Add Comment
The triple-quote syntax quotes everything, including newlines. This makes
it particularly useful for doing things like generating web pages (Python is
an especially good CGI language), since you can just triple-quote the
entire page that you want without any other editing. Add Comment
The ‘r’ right before a string means “raw,” which takes the backslashes
literally so you don’t have to put in an extra backslash in order to insert a
literal backslash. Add Comment
Substitution in strings is exceptionally easy, since Python uses C’s
printf( ) substitution syntax, but for any string at all. You simply follow
the string with a ‘%’ and the values to substitute: Add Comment
#: c01:stringFormatting.py
val = 47
print "The number is %d" % val
val2 = 63.4
s = "val: %d, val2: %f" % (val, val2)
print s
#:~
As you can see in the second case, if you have more than one argument
you surround them in parentheses (this forms a tuple, which is a list that
cannot be modified – you can also use regular lists for multiple
arguments, but tuples are typical). Add Comment
All the formatting from printf( ) is available, including control over the
number of decimal places and alignment. Python also has very
sophisticated regular expressions. Add Comment
Classes
Like everything else in Python, the definition of a class uses a minimum of
additional syntax. You use the class keyword, and inside the body you use
def to create methods. Here’s a simple class: Add Comment
#: c01:SimpleClass.py
class Simple:
def __init__(self, str):
print "Inside the Simple constructor"
self.s = str
# Two methods:
def show(self):
print self.s
def showMsg(self, msg):
print msg + ':',
self.show() # Calling another method
if __name__ == "__main__":
# Create an object:
x = Simple("constructor argument")
x.show()
x.showMsg("A message")
#:~
Both methods have “self” as their first argument. C++ and Java both have
a hidden first argument in their class methods, which points to the object
that the method was called for and can be accessed using the keyword
this. Python methods also use a reference to the current object, but when
you are defining a method you must explicitly specify the reference as the
first argument. Traditionally, the reference is called self but you could use
any identifier you want (if you do not use self you will probably confuse a
lot of people, however). If you need to refer to fields in the object or other
methods in the object, you must use self in the expression. However,
when you call a method for an object as in x.show( ), you do not hand it
the reference to the object – that is done for you. Add Comment
Here, the first method is special, as is any identifier that begins and ends
with double underscores. In this case, it defines the constructor, which is
automatically called when the object is created, just like in C++ and Java.
However, at the bottom of the example you can see that the creation of an
object looks just like a function call using the class name. Python’s spare
syntax makes you realize that the new keyword isn’t really necessary in
C++ or Java, either. Add Comment
All the code at the bottom is set off by an if clause, which checks to see if
something called __name__ is equivalent to __main__. Again, the
double underscores indicate special names. The reason for the if is that
any file can also be used as a library module within another program
(modules are described shortly). In that case, you just want the classes
defined, but you don’t want the code at the bottom of the file to be
executed. This particular if statement is only true when you are running
this file directly; that is, if you say on the command line: Add Comment
Python SimpleClass.py
However, if this file is imported as a module into another program, the
__main__ code is not executed. Add Comment
Something that’s a little surprising at first is that you define fields inside
methods, and not outside of the methods like C++ or Java (if you create
fields using the C++/Java style, they implicitly become static fields). To
create an object field, you just name it – using self – inside of one of the
methods (usually in the constructor, but not always), and space is created
when that method is run. This seems a little strange coming from C++ or
Java where you must decide ahead of time how much space your object is
going to occupy, but it turns out to be a very flexible way to program. Add
Comment
Inheritance
Because Python is weakly typed, it doesn’t really care about interfaces –
all it cares about is applying operations to objects (in fact, Java’s
interface keyword would be wasted in Python). This means that
inheritance in Python is different from inheritance in C++ or Java, where
you often inherit simply to establish a common interface. In Python, the
only reason you inherit is to inherit an implementation – to re-use the
code in the base class. Add Comment
If you’re going to inherit from a class, you must tell Python to bring that
class into your new file. Python controls its name spaces as aggressively as
Java does, and in a similar fashion (albeit with Python’s penchant for
simplicity). Every time you create a file, you implicitly create a module
(which is like a package in Java) with the same name as that file. Thus, no
package keyword is needed in Python. When you want to use a module,
you just say import and give the name of the module. Python searches
the PYTHONPATH in the same way that Java searches the CLASSPATH
(but for some reason, Python doesn’t have the same kinds of pitfalls as
Java does) and reads in the file. To refer to any of the functions or classes
within a module, you give the module name, a period, and the function or
class name. If you don’t want the trouble of qualifying the name, you can
say
from module import name(s)
Where “name(s)” can be a list of names separated by commas. Add
Comment
You inherit a class (or classes – Python supports multiple inheritance) by
listing the name(s) of the class inside parentheses after the name of the
inheriting class. Note that the Simple class, which resides in the file (and
thus, module) named SimpleClass is brought into this new name space
using an import statement: Add Comment
#: c01:Simple2.py
from SimpleClass import Simple
class Simple2(Simple):
def __init__(self, str):
print "Inside Simple2 constructor"
# You must explicitly call
# the base-class constructor:
Simple.__init__(self, str)
def display(self):
self.showMsg("Called from display()")
# Overriding a base-class method
def show(self):
print "Overridden show() method"
# Calling a base-class method from inside
# the overridden method:
Simple.show(self)
class Different:
def show(self):
print "Not derived from Simple"
if __name__ == "__main__":
x = Simple2("Simple2 constructor argument")
x.display()
x.show()
x.showMsg("Inside main")
def f(obj): obj.show() # One-line definition
f(x)
f(Different())
#:~
Simple2 is inherited from Simple, and in the constructor, the base-class
constructor is called. In display( ), showMsg( ) can be called as a
method of self, but when calling the base-class version of the method you
are overriding, you must fully qualify the name and pass self in as the
first argument, as shown in the base-class constructor call. This can also
be seen in the overridden version of show( ). Add Comment
In __main__, you will see (when you run the program) that the base-
class constructor is called. You can also see that the showMsg( ) method
is available in the derived class, just as you would expect with inheritance.
Add Comment
The class Different also has a method named show( ), but this class is
not derived from Simple. The f( ) method defined in __main__
demonstrates weak typing: all it cares about is that show( ) can be
applied to obj, and it doesn’t have any other type requirements. You can
see that f( ) can be applied equally to an object of a class derived from
Simple and one that isn’t, without discrimination. If you’re a C++
programmer, you should see that the objective of the C++ template
feature is exactly this: to provide weak typing in a strongly-typed
language. Thus, in Python you automatically get the equivalent of
templates – without having to learn that particularly difficult syntax and
semantics. Add Comment
[[ Suggest Further Topics for inclusion in the introductory chapter ]] Add
Comment
The pattern
concept
“Design patterns help you learn from others' successes
instead of your own failures3.” Add Comment
Probably the most important step forward in object-oriented design is the
“design patterns” movement, chronicled in Design Patterns (ibid)4. That
book shows 23 different solutions to particular classes of problems. In this
book, the basic concepts of design patterns will be introduced along with
examples. This should whet your appetite to read Design Patterns by
Gamma, et. al., a source of what has now become an essential, almost
mandatory, vocabulary for OOP programmers. Add Comment
The latter part of this book contains an example of the design evolution
process, starting with an initial solution and moving through the logic and
process of evolving the solution to more appropriate designs. The
program shown (a trash sorting simulation) has evolved over time, and
you can look at that evolution as a prototype for the way your own design
can start as an adequate solution to a particular problem and evolve into a
flexible approach to a class of problems. Add Comment
What is a pattern?
Initially, you can think of a pattern as an especially clever and insightful
way of solving a particular class of problems. That is, it looks like a lot of
people have worked out all the angles of a problem and have come up with
the most general, flexible solution for it. The problem could be one you
have seen and solved before, but your solution probably didn’t have the
kind of completeness you’ll see embodied in a pattern. Add Comment
Pattern taxonomy
One of the events that’s occurred with the rise of design patterns is what
could be thought of as the “pollution” of the term – people have begun to
use the term to mean just about anything synonymous with “good.” After
some pondering, I’ve come up with a sort of hierarchy describing a
succession of different types of categories: Add Comment
1. Idiom: how we write code in a particular language to do this
particular type of thing. This could be something as common as
the way that you code the process of stepping through an array in
C (and not running off the end). Add Comment
2. Specific Design: the solution that we came up with to solve this
particular problem. This might be a clever design, but it makes no
attempt to be general. Add Comment
3. Standard Design: a way to solve this kind of problem. A design
that has become more general, typically through reuse. Add
Comment
4. Design Pattern: how to solve an entire class of similar problem.
This usually only appears after applying a standard design a
number of times, and then seeing a common pattern throughout
these applications. Add Comment
I feel this helps put things in perspective, and to show where something
might fit. However, it doesn’t say that one is better than another. It
doesn’t make sense to try to take every problem solution and generalize it
to a design pattern – it’s not a good use of your time, and you can’t force
the discovery of patterns that way; they tend to be subtle and appear over
time. Add Comment
One could also argue for the inclusion of Analysis Pattern and
Architectural Pattern in this taxonomy. Add Comment
Design Structures
One of the struggles that I’ve had with design patterns is their
classification – I’ve often found the GoF approach to be too obscure, and
not always very helpful. Certainly, the Creational patterns are fairly
straightforward: how are you going to create your objects? This is a
question you normally need to ask, and the name brings you right to that
group of patterns. But I find Structural and Behavioral to be far less
useful distinctions. I have not been able to look at a problem and say
“clearly, you need a structural pattern here,” so that classification doesn’t
lead me to a solution (I’ll readily admit that I may be missing something
here). Add Comment
I’ve labored for awhile with this problem, first noting that the underlying
structure of some of the GoF patterns are similar to each other, and trying
to develop relationships based on that similarity. While this was an
interesting experiment, I don’t think it produced much of use in the end
because the point is to solve problems, so a helpful approach will look at
the problem to solve and try to find relationships between the problem
and potential solutions. Add Comment
To that end, I’ve begun to try to collect basic design structures, and to try
to see if there’s a way to relate those structures to the various design
patterns that appear in well thought-out systems. Currently, I’m just
trying to make a list, but eventually I hope to make steps towards
connecting these structures with patterns (or I may come up with a
different approach altogether – this is still in its formative stages). Add
Comment
Here5 is the present list of candidates, only some of which will make it to
the final list. Feel free to suggest others, or possibly relationships with
patterns. Add Comment
5 This list includes suggestions by Kevlin Henney, David Scott, and others.
• Separation Add Comment
Design principles
When I put out a call for ideas in my newsletter6, a number of suggestions
came back which turned out to be very useful, but different than the above
classification, and I realized that a list of design principles is at least as
important as design structures, but for a different reason: these allow you
to ask questions about your proposed design, to apply tests for quality.
Add Comment
7This idea is generally attributed to Antoine de St. Exupery from The Little
Prince: "La perfection est atteinte non quand il ne reste rien à ajouter, mais
quand il ne reste rien à enlever," or: "perfection is reached not when there's
nothing left to add, but when there's nothing left to remove".
8 From an email from Kevlin Henney.
In the process of brainstorming this idea, I hope to come up with a small
handful of fundamental ideas that can be held in your head while you
analyze a problem. However, other ideas that come from this list may end
up being useful as a checklist while walking through and analyzing your
design. Add Comment
The Singleton
Possibly the simplest design pattern is the singleton, which is a way to
provide one and only one object of a particular type. To accomplish this,
you must take control of object creation out of the hands of the
programmer. One convenient way to do this is to delegate to a single
instance of a private nested inner class: Add Comment
#: c01:SingletonPattern.py
class OnlyOne:
class __OnlyOne:
def __init__(self, arg):
self.val = arg
def __str__(self):
return `self` + self.val
instance = None
def __init__(self, arg):
if not OnlyOne.instance:
OnlyOne.instance = OnlyOne.__OnlyOne(arg)
else:
OnlyOne.instance.val = arg
def __getattr__(self, name):
return getattr(self.instance, name)
x = OnlyOne('sausage')
print x
y = OnlyOne('eggs')
print y
z = OnlyOne('spam')
print z
print x
print y
print `x`
print `y`
print `z`
output = '''
<__main__.__OnlyOne instance at 0076B7AC>sausage
<__main__.__OnlyOne instance at 0076B7AC>eggs
<__main__.__OnlyOne instance at 0076B7AC>spam
<__main__.__OnlyOne instance at 0076B7AC>spam
<__main__.__OnlyOne instance at 0076B7AC>spam
<__main__.OnlyOne instance at 0076C54C>
<__main__.OnlyOne instance at 0076DAAC>
<__main__.OnlyOne instance at 0076AA3C>
'''
#:~
Because the inner class is named with a double underscore, it is private so
the user cannot directly access it. The inner class contains all the methods
that you would normally put in the class if it weren’t going to be a
singleton, and then it is wrapped in the outer class which controls creation
by using its constructor. The first time you create an OnlyOne, it
initializes instance, but after that it just ignores you. Add Comment
Access comes through delegation, using the __getattr__( ) method to
redirect calls to the single instance. You can see from the output that even
though it appears that multiple objects have been created, the same
__OnlyOne object is used for both. The instances of OnlyOne are
distinct but they all proxy to the same __OnlyOne object. Add Comment
Note that the above approach doesn’t restrict you to creating only one
object. This is also a technique to create a limited pool of objects. In that
situation, however, you can be confronted with the problem of sharing
objects in the pool. If this is an issue, you can create a solution involving a
check-out and check-in of the shared objects. Add Comment
A variation on this technique uses the class method __new__ added in
Python 2.2:
#: c01:NewSingleton.py
class OnlyOne(object):
class __OnlyOne:
def __init__(self):
self.val = None
def __str__(self):
return `self` + self.val
instance = None
def __new__(cls): # __new__ always a classmethod
if not OnlyOne.instance:
OnlyOne.instance = OnlyOne.__OnlyOne()
return OnlyOne.instance
def __getattr__(self, name):
return getattr(self.instance, name)
def __setattr__(self, name):
return setattr(self.instance, name)
x = OnlyOne()
x.val = 'sausage'
print x
y = OnlyOne()
y.val = 'eggs'
print y
z = OnlyOne()
z.val = 'spam'
print z
print x
print y
#<hr>
output = '''
<__main__.__OnlyOne instance at 0x00798900>sausage
<__main__.__OnlyOne instance at 0x00798900>eggs
<__main__.__OnlyOne instance at 0x00798900>spam
<__main__.__OnlyOne instance at 0x00798900>spam
<__main__.__OnlyOne instance at 0x00798900>spam
'''
#:~
Alex Martelli makes the observation that what we really want with a
Singleton is to have a single set of state data for all objects. That is, you
could create as many objects as you want and as long as they all refer to
the same state information then you achieve the effect of Singleton. He
accomplishes this with what he calls the Borg9, which is accomplished by
setting all the __dict__s to the same static piece of storage: Add
Comment
#: c01:BorgSingleton.py
# Alex Martelli's 'Borg'
class Borg:
_shared_state = {}
def __init__(self):
self.__dict__ = self._shared_state
9 From the television show Star Trek: The Next Generation. The Borg are a hive-
x = Singleton('sausage')
print x
y = Singleton('eggs')
print y
z = Singleton('spam')
print z
print x
print y
print `x`
print `y`
print `z`
output = '''
sausage
eggs
spam
spam
spam
<__main__.Singleton instance at 0079EF2C>
<__main__.Singleton instance at 0079E10C>
<__main__.Singleton instance at 00798F9C>
'''
#:~
This has an identical effect as SingletonPattern.py does, but it’s more
elegant. In the former case, you must wire in Singleton behavior to each of
your classes, but Borg is designed to be easily reused through inheritance.
Add Comment
Two other interesting ways to define singleton10 include wrapping a class
and using metaclasses. The first approach could be thought of as a class
decorator (decorators will be defined later in the book), because it takes
the class of interest and adds functionality to it by wrapping it in another
class:
#: c01:SingletonDecorator.py
x=foo()
y=foo()
z=foo()
x.val = 'sausage'
y.val = 'eggs'
z.val = 'spam'
print x.val
print y.val
print z.val
print x is y is z
#:~
[[ Description ]] Add Comment
The second approach uses metaclasses, a topic I do not yet understand but
which looks very interesting and powerful indeed (note that Python 2.2
has improved/simplified the metaclass syntax, and so this example may
change):
#: c01:SingletonMetaClass.py
class SingletonMetaClass(type):
def __init__(cls,name,bases,dict):
super(SingletonMetaClass,cls)\
.__init__(name,bases,dict)
original_new = cls.__new__
def my_new(cls,*args,**kwds):
if cls.instance == None:
cls.instance = \
original_new(cls,*args,**kwds)
return cls.instance
cls.instance = None
cls.__new__ = staticmethod(my_new)
class bar(object):
__metaclass__ = SingletonMetaClass
def __init__(self,val):
self.val = val
def __str__(self):
return `self` + self.val
x=bar('sausage')
y=bar('eggs')
z=bar('spam')
print x
print y
print z
print x is y is z
#:~
[[ Long, detailed, informative description of what metaclasses are and
how they work, magically inserted here ]] Add Comment
Exercise:
Modify BorgSingleton.py so that it uses a class __new__( ) method.
Add Comment
Classifying patterns
The Design Patterns book discusses 23 different patterns, classified under
three purposes (all of which revolve around the particular aspect that can
vary). The three purposes are: Add Comment
The development
challenge
Issues of development, the UML process, Extreme Programming. Add
Comment
Is evaluation valuable? The Capability Immaturity Model:
Wiki Page: http://c2.com/cgi-bin/wiki?CapabilityImMaturityModel
Article: http://www.embedded.com/98/9807br.htm
Add Comment
Pair programming research:
http://collaboration.csc.ncsu.edu/laurie/
Add Comment
Exercises
1. SingletonPattern.py always creates an object, even if it’s never
used. Modify this program to use lazy initialization, so the
singleton object is only created the first time that it is needed. Add
Comment
2: Unit Testing
This chapter has not had any significant translation yet.
One of the important recent realizations is the dramatic
value of unit testing. Add Comment
This is the process of building integrated tests into all the code that you
create, and running those tests every time you do a build. It’s as if you are
extending the compiler, telling it more about what your program is
supposed to do. That way, the build process can check for more than just
syntax errors, since you teach it how to check for semantic errors as well.
Add Comment
C-style programming languages, and C++ in particular, have typically
valued performance over programming safety. The reason that developing
programs in Java is so much faster than in C++ (roughly twice as fast, by
most accounts) is because of Java’s safety net: features like better type
checking, enforced exceptions and garbage collection. By integrating unit
testing into your build process, you are extending this safety net, and the
result is that you can develop faster. You can also be bolder in the changes
that you make, and more easily refactor your code when you discover
design or implementation flaws, and in general produce a better product,
faster. Add Comment
Unit testing is not generally considered a design pattern; in fact, it might
be considered a “development pattern,” but perhaps there are enough
“pattern” phrases in the world already. Its effect on development is so
significant that it will be used throughout this book, and thus will be
introduced here. Add Comment
My own experience with unit testing began when I realized that every
program in a book must be automatically extracted and organized into a
source tree, along with appropriate makefiles (or some equivalent
technology) so that you could just type make to build the whole tree. The
effect of this process on the code quality of the book was so immediate and
dramatic that it soon became (in my mind) a requisite for any
programming book—how can you trust code that you didn’t compile? I
also discovered that if I wanted to make sweeping changes, I could do so
using search-and-replace throughout the book, and also bashing the code
around at will. I knew that if I introduced a flaw, the code extractor and
the makefiles would flush it out. Add Comment
As programs became more complex, however, I also found that there was
a serious hole in my system. Being able to successfully compile programs
is clearly an important first step, and for a published book it seemed a
fairly revolutionary one—usually due to the pressures of publishing, it’s
quite typical to randomly open a programming book and discover a coding
flaw. However, I kept getting messages from readers reporting semantic
problems in my code (in Thinking in Java). These problems could only be
discovered by running the code. Naturally, I understood this and had
taken some early faltering steps towards implementing a system that
would perform automatic execution tests, but I had succumbed to the
pressures of publishing, all the while knowing that there was definitely
something wrong with my process and that it would come back to bite me
in the form of embarrassing bug reports (in the open source world,
embarrassment is one of the prime motivating factors towards increasing
the quality of one’s code!). Add Comment
The other problem was that I was lacking a structure for the testing
system. Eventually, I started hearing about unit testing and JUnit11, which
11 http://www.junit.org
provided a basis for a testing structure. However, even though JUnit is
intended to make the creation of test code easy, I wanted to see if I could
make it even easier, applying the Extreme Programming principle of “do
the simplest thing that could possibly work” as a starting point, and then
evolving the system as usage demands (In addition, I wanted to try to
reduce the amount of test code, in an attempt to fit more functionality in
less code for screen presentations). This chapter is the result. Add
Comment
1. Describe what the code is supposed to do, not with some external
graphical tool but with code that actually lays the specification
down in concrete, verifiable terms. Add Comment
3. Provide a way to verify when the code is finished (when all the tests
run correctly). Add Comment
Thus, if you write the tests first then testing becomes a development tool,
not just a verification step that can be skipped if you happen to feel
comfortable about the code that you just wrote (a comfort, I have found,
that is usually wrong). Add Comment
You can find convincing arguments in Extreme Programming Explained,
as “write tests first” is a fundamental principle of XP. If you aren’t
convinced you need to adopt any of the changes suggested by XP, note
that according to Software Engineering Institute (SEI) studies, nearly 70%
of software organizations are stuck in the first two levels of SEI's scale of
sophistication: chaos, and slightly better than chaos. If you change
nothing else, add automated testing. Add Comment
if __name__ == "__main__":
os.path.walk('.', visitor, None)
#:~
Just run this from the root directory of the code listings for the book; it
will descend into each subdirectory and run the program there. An easy
way to check things is to redirect standard output to a file, then if there are
any errors they will be the only thing that appears at the console during
program execution. Add Comment
class UnitTest:
static String testID
static List errors = ArrayList()
# Override cleanup() if test object
# creation allocates non-memory
# resources that must be cleaned up:
def cleanup(self):
# Verify the truth of a condition:
protected final void affirm(boolean condition){
if(!condition)
errors.add("failed: " + testID)
# :~
The only testing method [[ So far ]] is affirm( )12, which is protected so
that it can be used from the inheriting class. All this method does is verify
that something is true. If not, it adds an error to the list, reporting that
the current test (established by the static testID, which is set by the test-
running program that you shall see shortly) has failed. Although this is
not a lot of information—you might also wish to have the line number,
which could be extracted from an exception—it may be enough for most
situations. Add Comment
Unlike JUnit (which uses setUp( ) and tearDown( ) methods), test
objects will be built using ordinary Python construction. You define the
test objects by creating them as ordinary class members of the test class,
and a new test class object will be created for each test method (thus
preventing any problems that might occur from side effects between
tests). Occasionally, the creation of a test object will allocate non-memory
resources, in which case you must override cleanup( ) to release those
resources. Add Comment
Writing tests
Writing tests becomes very simple. Here’s an example that creates the
necessary static inner class and performs trivial tests: Add Comment
# c02:TestDemo.py
# Creating a test
I had originally called this assert(), but that word became reserved in JDK 1.4
12
def close(self):
print ("Cleaning up: " + id)
def testA(self):
print “TestDemo.testA“
affirm(test1.someCondition())
def testB(self):
print “TestDemo.testB“
affirm(test2.someCondition())
affirm(TestDemo.objCounter != 0)
# :~
The test3( ) method is commented out because, as you’ll see, it causes
the automatic build of this book’s source-code tree to stop. Add Comment
You can name your inner class anything you’d like; the only important
factor is that it extends UnitTest. You can also include any necessary
support code in other methods. Only public methods that take no
arguments and return void will be treated as tests (the names of these
methods are also not constrained). Add Comment
The above test class creates two instances of TestDemo. The TestDemo
constructor prints something, so that we can see it being called. You could
also define a default constructor (the only kind that is used by the test
framework), although none is necessary here. The TestDemo class has a
close( ) method which suggests it is used as part of object cleanup, so this
is called in the overridden cleanup( ) method in Test. Add Comment
The testing methods use the affirm( ) method to validate expressions,
and if there is a failure the information is stored and printed after all the
tests are run. Of course, the affirm( ) arguments are usually more
complicated than this; you’ll see more examples throughout the rest of
this book. Add Comment
Notice that in testB( ), the private field objCounter is accessible to the
testing code—this is because Test has the permissions of an inner class.
Add Comment
You can see that writing test code requires very little extra effort, and no
knowledge other than that used for writing ordinary classes. Add
Comment
To run the tests, you use RunUnitTests.py (which will be introduced
shortly). The command for the above code looks like this: Add Comment
java com.bruceeckel.test.RunUnitTests TestDemo
It produces the following output:
test1: count = 1
test2: count = 2
TestDemo.testA
Cleaning up: 2
Cleaning up: 1
test1: count = 3
test2: count = 4
TestDemo.testB
Cleaning up: 4
Cleaning up: 3
All the output is noise as far as the success or failure of the unit testing is
concerned. Only if one or more of the unit tests fail does the program
returns a non-zero value to terminate the make process after the error
messages are produced. Thus, you can choose to produce output or not, as
it suits your needs, and the test class becomes a good place to put any
printing code you might need—if you do this, you tend to keep such code
around rather than putting it in and stripping it out as is typically done
with tracing code. Add Comment
If you need to add a test to a class derived from one that already has a test
class, it’s no problem, as you can see here:
# c02:TestDemo2.py
# Inheriting from a class that
# already has a test is no problem.
class TestDemo2(TestDemo):
public TestDemo2(String s): .__init__(s)
# You can even use the same name
# as the test class in the base class:
public static class Test(UnitTest):
def testA(self):
print “TestDemo2.testA“
affirm(1 + 1 == 2)
def testB(self):
print “TestDemo2.testB“
affirm(2 * 2 == 4)
# :~
Even the name of the inner class can be the same. In the above code, all
the assertions are always true so the tests will never fail. Add Comment
class Testable:
private void f1():
def f2(self): # "Friendly": package access
def f3(self): # Also package access
def f4(self):
# :~
Normally, the only method that should be directly accessible to the client
programmer is f4( ). However, if you put your black-box test in the same
directory, it automatically becomes part of the same package (in this case,
the default package since none is specified) and then has inappropriate
access: Add Comment
# c02:TooMuchAccess.py
class TooMuchAccess(UnitTest):
Testable tst = Testable()
def test1(self):
tst.f2() # Oops!
tst.f3() # Oops!
tst.f4() # OK
# :~
You can solve the problem by moving TooMuchAccess.py into its own
subdirectory, thereby putting it in its own default package (thus a
different package from Testable.py). Of course, when you do this, then
Testable must be in its own package, so that it can be imported (note
that it is also possible to import a “package-less” class by giving the class
name in the import statement and ensuring that the class is in your
CLASSPATH): Add Comment
# c02:testable:Testable.py
package c02.testable
class Testable:
private void f1():
def f2(self): # "Friendly": package access
def f3(self): # Also package access
def f4(self):
# :~
Here’s the black-box test in its own package, showing how only public
methods may be called: Add Comment
# c02:test:BlackBoxTest.py
class BlackBoxTest(UnitTest):
Testable tst = Testable()
def test1(self):
#! tst.f2() # Nope!
#! tst.f3() # Nope!
tst.f4() # Only public methods available
# :~
Note that the above program is indeed very similar to the one that the
client programmer would write to use your class, including the imports
and available methods. So it does make a good programming example. Of
course, it’s easier from a coding standpoint to just make an inner class,
and unless you’re ardent about the need for specific black-box testing you
may just want to go ahead and use the inner classes (with the knowledge
that if you need to you can later extract the inner classes into separate
black-box test classes, without too much effort). Add Comment
Running tests
The program that runs the tests makes significant use of reflection so that
writing the tests can be simple for the client programmer. Add Comment
# test:RunUnitTests.py
# Discovering the unit test
# class and running each test.
class RunUnitTests:
public static void
require(boolean requirement, String errmsg):
if(!requirement):
System.err.println(errmsg)
System.exit(1)
catch(Exception e):
e.printStackTrace(System.err)
# Any exception will return a nonzero
# value to the console, so that
# 'make' will abort:
System.err.println("Aborting make")
System.exit(1)
# :~
Automatically executing
tests
Exercises
1. Install this book’s source code tree and ensure that you have a
make utility installed on your system (Gnu make is freely
available on the internet at various locations). In TestDemo.py,
un-comment test3( ), then type make and observe the results.
Add Comment
3: Building
application
frameworks
An application framework allows you to inherit from a class or set of
classes and create a new application, reusing most of the code in the
existing classes and overriding one or more methods in order to customize
the application to your needs. A fundamental concept in the application
framework is the Template Method which is typically hidden beneath the
covers and drives the application by calling the various methods in the
base class (some of which you have overridden in order to create the
application). Add Comment
For example, whenever you create an applet you’re using an application
framework: you inherit from JApplet and then override init( ). The
applet mechanism (which is a Template Method) does the rest by drawing
the screen, handling the event loop, resizing, etc. Add Comment
Template method
An important characteristic of the Template Method is that it is defined in
the base class and cannot be changed. It’s sometimes a private method
but it’s virtually always final. It calls other base-class methods (the ones
you override) in order to do its job, but it is usually called only as part of
an initialization process (and thus the client programmer isn’t necessarily
able to call it directly). Add Comment
#: c03:TemplateMethod.py
# Simple demonstration of Template Method.
class ApplicationFramework:
def __init__(self):
self.__templateMethod()
def __templateMethod(self):
for i in range(5):
self.customize1()
self.customize2()
# Create a "application":
class MyApp(ApplicationFramework):
def customize1(self):
print "Nudge, nudge, wink, wink! ",
def customize2(self):
print "Say no more, Say no more!"
MyApp()
#:~
The base-class constructor is responsible for performing the necessary
initialization and then starting the “engine” (the template method) that
runs the application (in a GUI application, this “engine” would be the
main event loop). The client programmer simply provides definitions for
customize1( ) and customize2( ) and the “application” is ready to run.
Add Comment
We’ll see Template Method numerous other times throughout the book.
Add Comment
Exercises
1. Create a framework that takes a list of file names on the command
line. It opens each file except the last for reading, and the last for
writing. The framework will process each input file using an
undetermined policy and write the output to the last file. Inherit to
customize this framework to create two separate applications:
1) Converts all the letters in each file to uppercase.
2) Searches the files for words given in the first file. Add Comment
4:Fronting for an
implementation
Both Proxy and State provide a surrogate class that you use in your code;
the real class that does the work is hidden behind this surrogate class.
When you call a method in the surrogate, it simply turns around and calls
the method in the implementing class. These two patterns are so similar
that the Proxy is simply a special case of State. One is tempted to just
lump the two together into a pattern called Surrogate, but the term
“proxy” has a long-standing and specialized meaning, which probably
explains the reason for the two different patterns. Add Comment
The basic idea is simple: from a base class, the surrogate is derived along
with the class or classes that provide the actual implementation: Add
Comment
Interface
Surrogate Implementation
Proxy
If we implement Proxy by following the above diagram, it looks like this:
Add Comment
#: c04:ProxyDemo.py
# Simple demonstration of the Proxy pattern.
class Implementation:
def f(self):
print "Implementation.f()"
def g(self):
print "Implementation.g()"
def h(self):
print "Implementation.h()"
class Proxy:
def __init__(self):
self.__implementation = Implementation()
# Pass method calls to the implementation:
def f(self): self.__implementation.f()
def g(self): self.__implementation.g()
def h(self): self.__implementation.h()
p = Proxy()
p.f(); p.g(); p.h()
#:~
It isn’t necessary that Implementation have the same interface as
Proxy; as long as Proxy is somehow “speaking for” the class that it is
referring method calls to then the basic idea is satisfied (note that this
statement is at odds with the definition for Proxy in GoF). However, it is
convenient to have a common interface so that Implementation is
forced to fulfill all the methods that Proxy needs to call. Add Comment
Of course, in Python we have a delegation mechanism built in, so it makes
the Proxy even simpler to implement: Add Comment
#: c04:ProxyDemo2.py
# Simple demonstration of the Proxy pattern.
class Implementation2:
def f(self):
print "Implementation.f()"
def g(self):
print "Implementation.g()"
def h(self):
print "Implementation.h()"
class Proxy2:
def __init__(self):
self.__implementation = Implementation2()
def __getattr__(self, name):
return getattr(self.__implementation, name)
p = Proxy2()
p.f(); p.g(); p.h();
#:~
The beauty of using __getattr__( ) is that Proxy2 is completely
generic, and not tied to any particular implementation (in Java, a rather
complicated “dynamic proxy” has been invented to accomplish this same
thing). Add Comment
State
The State pattern adds more implementations to Proxy, along with a way
to switch from one implementation to another during the lifetime of the
surrogate: Add Comment
#: c04:StateDemo.py
# Simple demonstration of the State pattern.
class State_d:
def __init__(self, imp):
self.__implementation = imp
def changeImp(self, newImp):
self.__implementation = newImp
# Delegate calls to the implementation:
def __getattr__(self, name):
return getattr(self.__implementation, name)
class Implementation1:
def f(self):
print "Fiddle de dum, Fiddle de dee,"
def g(self):
print "Eric the half a bee."
def h(self):
print "Ho ho ho, tee hee hee,"
class Implementation2:
def f(self):
print "We're Knights of the Round Table."
def g(self):
print "We dance whene'er we're able."
def h(self):
print "We do routines and chorus scenes"
def run(b):
b.f()
b.g()
b.h()
b.g()
b = State_d(Implementation1())
run(b)
b.changeImp(Implementation2())
run(b)
#:~
You can see that the first implementation is used for a bit, then the second
implementation is swapped in and that is used. Add Comment
The difference between Proxy and State is in the problems that are solved.
The common uses for Proxy as described in Design Patterns are: Add
Comment
class State:
def run(self):
assert 1, "run not implemented"
def next(self, input):
assert 1, "next not implemented"
#:~
This class is clearly unnecessary, but it allows us to say that something is a
State object in code, and provide a slightly different error message when
all the methods are not implemented. We could have gotten basically the
same effect by saying: Add Comment
class State: pass
because we would still get exceptions if run( ) or next( ) were called for a
derived type, and they hadn’t been implemented. Add Comment
The StateMachine keeps track of the current state, which is initialized
by the constructor. The runAll( ) method takes a list of Input objects.
This method not only moves to the next state, but it also calls run( ) for
each state object – thus you can see it’s an expansion of the idea of the
State pattern, since run( ) does something different depending on the
state that the system is in. Add Comment
#: c04:statemachine:StateMachine.py
# Takes a list of Inputs to move from State to
# State using a template method.
class StateMachine:
def __init__(self, initialState):
self.currentState = initialState
self.currentState.run()
# Template method:
def runAll(self, inputs):
for i in inputs:
print i
self.currentState = self.currentState.next(i)
self.currentState.run()
#:~
I’ve also treated runAll( ) as a template method. This is typical, but
certainly not required – you could concievably want to override it, but
typically the behavior change will occur in State’s run( ) instead. Add
Comment
At this point the basic framework for this style of StateMachine (where
each state decides the next states) is complete. As an example, I’ll use a
fancy mousetrap that can move through several states in the process of
trapping a mouse13. The mouse classes and information are stored in the
mouse package, including a class representing all the possible moves that
a mouse can make, which will be the inputs to the state machine: Add
Comment
#: c04:mouse:MouseAction.py
class MouseAction:
def __init__(self, action):
self.action = action
def __str__(self): return self.action
class Waiting(State):
def run(self):
print "Waiting: Broadcasting cheese smell"
class Luring(State):
def run(self):
print "Luring: Presenting Cheese, door open"
class Trapping(State):
def run(self):
print "Trapping: Closing door"
class Holding(State):
def run(self):
print "Holding: Mouse caught"
def next(self, input):
if input == MouseAction.removed:
return MouseTrap.waiting
return MouseTrap.holding
class MouseTrap(StateMachine):
def __init__(self):
# Initial state
StateMachine.__init__(self, MouseTrap.waiting)
moves = map(string.strip,
open("../mouse/MouseMoves.txt").readlines())
MouseTrap().runAll(map(MouseAction, moves))
#:~
The StateMachine class simply defines all the possible states as static
objects, and also sets up the initial state. The UnitTest creates a
MouseTrap and then tests it with all the inputs from a
MouseMoveList. Add Comment
While the use of if statements inside the next( ) methods is perfectly
reasonable, managing a large number of these could become difficult.
Another approach is to create tables inside each State object defining the
various next states based on the input. Add Comment
Initially, this seems like it ought to be quite simple. You should be able to
define a static table in each State subclass that defines the transitions in
terms of the other State objects. However, it turns out that this approach
generates cyclic initialization dependencies. To solve the problem, I’ve had
to delay the initialization of the tables until the first time that the next( )
method is called for a particular State object. Initially, the next( )
methods can appear a little strange because of this. Add Comment
The StateT class is an implementation of State (so that the same
StateMachine class can be used from the previous example) that adds a
Map and a method to initialize the map from a two-dimensional array.
The next( ) method has a base-class implementation which must be
called from the overridden derived class next( ) methods after they test
for a null Map (and initialize it if it’s null): Add Comment
#: c04:mousetrap2:MouseTrap2Test.py
# A better mousetrap using tables
import string, sys
sys.path += ['../statemachine', '../mouse']
from State import State
from StateMachine import StateMachine
from MouseAction import MouseAction
class StateT(State):
def __init__(self):
self.transitions = None
def next(self, input):
if self.transitions.has_key(input):
return self.transitions[input]
else:
raise "Input not supported for current state"
class Waiting(StateT):
def run(self):
print "Waiting: Broadcasting cheese smell"
def next(self, input):
# Lazy initialization:
if not self.transitions:
self.transitions = {
MouseAction.appears : MouseTrap.luring
}
return StateT.next(self, input)
class Luring(StateT):
def run(self):
print "Luring: Presenting Cheese, door open"
def next(self, input):
# Lazy initialization:
if not self.transitions:
self.transitions = {
MouseAction.enters : MouseTrap.trapping,
MouseAction.runsAway : MouseTrap.waiting
}
return StateT.next(self, input)
class Trapping(StateT):
def run(self):
print "Trapping: Closing door"
def next(self, input):
# Lazy initialization:
if not self.transitions:
self.transitions = {
MouseAction.escapes : MouseTrap.waiting,
MouseAction.trapped : MouseTrap.holding
}
return StateT.next(self, input)
class Holding(StateT):
def run(self):
print "Holding: Mouse caught"
def next(self, input):
# Lazy initialization:
if not self.transitions:
self.transitions = {
MouseAction.removed : MouseTrap.waiting
}
return StateT.next(self, input)
class MouseTrap(StateMachine):
def __init__(self):
# Initial state
StateMachine.__init__(self, MouseTrap.waiting)
moves = map(string.strip,
open("../mouse/MouseMoves.txt").readlines())
mouseMoves = map(MouseAction, moves)
MouseTrap().runAll(mouseMoves)
#:~
The rest of the code is identical – the difference is in the next( ) methods
and the StateT class. Add Comment
If you have to create and maintain a lot of State classes, this approach is
an improvement, since it’s easier to quickly read and understand the state
transitions from looking at the table. Add Comment
Table-Driven State
Machine
The advantage of the previous design is that all the information about a
state, including the state transition information, is located within the state
class itself. This is generally a good design principle. Add Comment
However, in a pure state machine, the machine can be completely
represented by a single state-transition table. This has the advantage of
locating all the information about the state machine in a single place,
which means that you can more easily create and maintain the table based
on a classic state-transition diagram. Add Comment
The classic state-transition diagram uses a circle to represent each state,
and lines from the state pointing to all states that state can transition into.
Each transition line is annotated with conditions for transition and an
action during transition. Here’s what it looks like: Add Comment
(Simple State Machine Diagram) Add Comment
Goals:
• The machine governs the move from state to state Add Comment
Message On
*1st digit of selection/
R e tu
Quit/
2nd digit & Available/
* Return Change
Dispense
Quit/
Return Change
More?
class State:
def __init__(self, name): self.name = name
def __str__(self): return self.name
# :~
class Condition:
boolean condition(input) :
assert 1, "condition() not implemented"
# :~
Transition actions
If the Condition returns true, then the transition to a new state is made,
and as that transition is made some kind of action occurs (in the previous
state machine design, this was the run( ) method): Add Comment
# c04:statemachine2:Transition.py
# Transition function object for state machine
class Transition:
def transition(self, input):
assert 1, "transition() not implemented"
# :~
The table
With these classes in place, we can set up a 3-dimensional table where
each row completely describes a state. The first element in the row is the
current state, and the rest of the elements are each a row indicating what
the type of the input can be, the condition that must be satisfied in order
for this state change to be the correct one, the action that happens during
transition, and the new state to move into. Note that the Input object is
not just used for its type, it is also a Messenger object that carries
information to the Condition and Transition objects: Add Comment
{(CurrentState, InputA) : (ConditionA, TransitionA, NextA),
(CurrentState, InputB) : (ConditionB, TransitionB, NextB),
(CurrentState, InputC) : (ConditionC, TransitionC, NextC),
...
}
class StateMachine:
def __init__(self, initialState, tranTable):
self.state = initialState
self.transitionTable = tranTable
Iterator it=((List)map.get(state)).iterator()
while(it.hasNext()):
Object[] tran = (Object[])it.next()
if(input == tran[0] ||
input.getClass() == tran[0]):
if(tran[1] != null):
Condition c = (Condition)tran[1]
if(!c.condition(input))
continue # Failed test
if(tran[2] != null)
((Transition)tran[2]).transition(input)
state = (State)tran[3]
return
throw RuntimeException(
"Input not supported for current state")
# :~
class State:
def __init__(self, name): self.name = name
def __str__(self): return self.name
State.quiescent = State("Quiesecent")
State.collecting = State("Collecting")
State.selecting = State("Selecting")
State.unavailable = State("Unavailable")
State.wantMore = State("Want More?")
State.noChange = State("Use Exact Change Only")
State.makesChange = State("Machine makes change")
class HasChange:
def __init__(self, name): self.name = name
def __str__(self): return self.name
class ChangeAvailable(StateMachine):
def __init__(self):
StateMachine.__init__(State.makesChange, {
# Current state, input
(State.makesChange, HasChange.no) :
# test, transition, next state:
(null, null, State.noChange),
(State.noChange, HasChange.yes) :
(null, null, State.noChange)
})
class Money:
def __init__(self, name, value):
self.name = name
self.value = value
def __str__(self): return self.name
def getValue(self): return self.value
class Quit:
def __str__(self): return "Quit"
Quit.quit = Quit()
class Digit:
def __init__(self, name, value):
self.name = name
self.value = value
def __str__(self): return self.name
def getValue(self): return self.value
class ItemSlot:
id = 0
def __init__(self, price, quantity):
self.price = price
self.quantity = quantity
def __str__(self): return `ItemSlot.id`
def getPrice(self): return self.price
def getQuantity(self): return self.quantity
def decrQuantity(self): self.quantity -= 1
class VendingMachine(StateMachine):
changeAvailable = ChangeAvailable()
amount = 0
FirstDigit first = null
ItemSlot[][] items = ItemSlot[4][4]
# Conditions:
def notEnough(self, input):
i1 = first.getValue()
i2 = input.getValue()
return items[i1][i2].getPrice() > amount
# Transitions:
def clearSelection(self, input):
i1 = first.getValue()
i2 = input.getValue()
ItemSlot is = items[i1][i2]
print (
"Clearing selection: item " + is +
" costs " + is.getPrice() +
" and has quantity " + is.getQuantity())
first = null
vm = VendingMachine()
for input in [
Money.quarter,
Money.quarter,
Money.dollar,
FirstDigit.A,
SecondDigit.two,
FirstDigit.A,
SecondDigit.two,
FirstDigit.C,
SecondDigit.three,
FirstDigit.D,
SecondDigit.one,
Quit.quit]:
vm.nextState(input)
# :~
Tools
Another approach, as your state machine gets bigger, is to use an
automation tool whereby you configure a table and let the tool generate
the state machine code for you. This can be created yourself using a
language like Python, but there are also free, open-source tools such as
Libero, at http://www.imatix.com. Add Comment
Exercises
1. Create an example of the “virtual proxy.” Add Comment
X: Decorators:
dynamic type
selection
The use of layered objects to dynamically and
transparently add responsibilities to individual objects is
referred to as the decorator pattern. Add Comment
Used when subclassing creates too many (& inflexible) classes Add
Comment
All decorators that wrap around the original object must have the same
basic interface Add Comment
Dynamic proxy/surrogate? Add Comment
This accounts for the odd inheritance structure Add Comment
Tradeoff: coding is more complicated when using decorators Add
Comment
Basic decorator structure
Component
operation()
A coffee example
Consider going down to the local coffee shop, BeanMeUp, for a coffee.
There are typically many different drinks on offer -- espressos, lattes, teas,
iced coffees, hot chocolate to name a few, as well as a number of extras
(which cost extra too) such as whipped cream or an extra shot of espresso.
You can also make certain changes to your drink at no extra cost, such as
asking for decaf coffee instead of regular coffee. Add Comment
Quite clearly if we are going to model all these drinks and combinations,
there will be sizeable class diagrams. So for clarity we will only consider a
subset of the coffees: Espresso, Espresso Con Panna, Café Late,
Cappuccino and Café Mocha. We'll include 2 extras - whipped cream
("whipped") and an extra shot of espresso; and three changes - decaf,
steamed milk ("wet") and foamed milk ("dry"). Add Comment
CoffeeShop
Espresso DoubleEspresso
The key to using this method is to find the particular combination you
want. So, once you've found the drink you would like, here is how you
would use it, as shown in the CoffeeShop class in the following code: Add
Comment
#: cX:decorator:nodecorators:CoffeeShop.py
# Coffee example with no decorators
class Cappuccino:
def __init__(self):
self.cost = 1
self.description = "Cappucino"
def getCost(self):
return self.cost
def getDescription(self):
return self.description
cappuccino = Cappuccino()
print (cappuccino.getDescription() + ": $" +
`cappuccino.getCost()`)
cafeMocha = CafeMochaDecafWhipped()
print (cafeMocha.getDescription()
+ ": $" + `cafeMocha.getCost()`)
#:~
And here is the corresponding output: Add Comment
Cappucino: $1.0Cafe Mocha decaf whipped cream: $1.25
You can see that creating the particular combination you want is easy,
since you are just creating an instance of a class. However, there are a
number of problems with this approach. Firstly, the combinations are
fixed statically so that any combination a customer may wish to order
needs to be created up front. Secondly, the resulting menu is so huge that
finding your particular combination is difficult and time consuming. Add
Comment
Mug Decorator
def getTotalCost(self):
return self.component.getTotalCost() + cost
def getDescription(self):
return self.component.getDescription() +
description
class DrinkComponent:
def getDescription(self):
return self.__class__.__name__
def getTotalCost(self):
return self.__class__.cost
class Mug(DrinkComponent):
cost = 0.0
class Decorator(DrinkComponent):
def __init__(self, drinkComponent):
self.component = drinkComponent
def getTotalCost(self):
return self.component.getTotalCost() + \
DrinkComponent.getTotalCost(self)
def getDescription(self):
return self.component.getDescription() + \
' ' + DrinkComponent.getDescription(self)
class Espresso(Decorator):
cost = 0.75
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Decaf(Decorator):
cost = 0.0
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class FoamedMilk(Decorator):
cost = 0.25
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class SteamedMilk(Decorator):
cost = 0.25
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Whipped(Decorator):
cost = 0.25
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Chocolate(Decorator):
cost = 0.25
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
cappuccino = Espresso(FoamedMilk(Mug()))
print cappuccino.getDescription().strip() + \
": $" + `cappuccino.getTotalCost()`
cafeMocha = Espresso(SteamedMilk(Chocolate(
Whipped(Decaf(Mug())))))
print cafeMocha.getDescription().strip() + \
": $" + `cafeMocha.getTotalCost()`
#:~
This approach would certainly provide the most flexibility and the
smallest menu. You have a small number of components to choose from,
but assembling the description of the coffee then becomes rather arduous.
Add Comment
If you want to describe a plain cappuccino, you create it with
plainCap = Espresso(FoamedMilk(Mug()))
Creating a decaf Café Mocha with whipped cream requires an even longer
description. Add Comment
Compromise
The previous approach takes too long to describe a coffee. There will also
be certain combinations that you will describe regularly, and it would be
convenient to have a quick way of describing them. Add Comment
The 3rd approach is a mixture of the first 2 approaches, and combines
flexibility with ease of use. This compromise is achieved by creating a
reasonably sized menu of basic selections, which would often work exactly
as they are, but if you wanted to decorate them (whipped cream, decaf
etc.) then you would use decorators to make the modifications. This is the
type of menu you are presented with in most coffee shops. Add Comment
«interface»
CoffeeShop DrinkComponent
class DrinkComponent:
def getDescription(self):
return self.__class__.__name__
def getTotalCost(self):
return self.__class__.cost
class Espresso(DrinkComponent):
cost = 0.75
class EspressoConPanna(DrinkComponent):
cost = 1.0
class Cappuccino(DrinkComponent):
cost = 1.0
class CafeLatte(DrinkComponent):
cost = 1.0
class CafeMocha(DrinkComponent):
cost = 1.25
class Decorator(DrinkComponent):
def __init__(self, drinkComponent):
self.component = drinkComponent
def getTotalCost(self):
return self.component.getTotalCost() + \
DrinkComponent.getTotalCost(self)
def getDescription(self):
return self.component.getDescription() + \
' ' + DrinkComponent.getDescription(self)
class ExtraEspresso(Decorator):
cost = 0.75
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Whipped(Decorator):
cost = 0.50
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Decaf(Decorator):
cost = 0.0
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Dry(Decorator):
cost = 0.0
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
class Wet(Decorator):
cost = 0.0
def __init__(self, drinkComponent):
Decorator.__init__(self, drinkComponent)
cappuccino = Cappuccino()
print cappuccino.getDescription() + ": $" + \
`cappuccino.getTotalCost()`
cafeMocha = Whipped(Decaf(CafeMocha()))
print cafeMocha.getDescription() + ": $" + \
`cafeMocha.getTotalCost()`
#:~
You can see that creating a basic selection is quick and easy, which makes
sense since they will be described regularly. Describing a decorated drink
is more work than when using a class per combination, but clearly less
work than when only using decorators. Add Comment
The final result is not too many classes, but not too many decorators
either. Most of the time it's possible to get away without using any
decorators at all, so we have the benefits of both approaches. Add
Comment
Other considerations
What happens if we decide to change the menu at a later stage, such as by
adding a new type of drink? If we had used the class per combination
approach, the effect of adding an extra such as syrup would be an
exponential growth in the number of classes. However, the implications to
the all decorator or compromise approaches are the same - one extra class
is created. Add Comment
How about the effect of changing the cost of steamed milk and foamed
milk, when the price of milk goes up? Having a class for each combination
means that you need to change a method in each class, and thus maintain
many classes. By using decorators, maintenance is reduced by defining the
logic in one place. Add Comment
Exercises
1. Add a Syrup class to the decorator approach described above.
Then create a Café Latte (you'll need to use steamed milk with an
espresso) with syrup. Add Comment
Type-safe iterators
In Thinking in Java, 2nd edition, I show the creation of a type-safe
container that will only accept a particular type of object. A reader, Linda
Pazzaglia, asked for the other obvious type-safe component, an iterator
that would work with the basic java.util containers, but impose the
constraint that the type of objects that it iterates over be of a particular
type. Add Comment
If Java ever includes a template mechanism, this kind of iterator will have
the added advantage of being able to return a specific type of object, but
without templates you are forced to return generic Objects, or to require
a bit of hand-coding for every type that you want to iterate through. I will
take the former approach. Add Comment
A second design decision involves the time that the type of object is
determined. One approach is to take the type of the first object that the
iterator encounters, but this is problematic because the containers may
rearrange the objects according to an internal ordering mechanism (such
as a hash table) and thus you may get different results from one iteration
to the next. The safe approach is to require the user to establish the type
during construction of the iterator. Add Comment
Lastly, how do we build the iterator? We cannot rewrite the existing Java
library classes that already produce Enumerations and Iterators.
However, we can use the Decorator design pattern, and create a class that
simply wraps the Enumeration or Iterator that is produced, generating
a new object that has the iteration behavior that we want (which is, in this
case, to throw a RuntimeException if an incorrect type is encountered)
but with the same interface as the original Enumeration or Iterator, so
that it can be used in the same places (you may argue that this is actually a
Proxy pattern, but it’s more likely Decorator because of its intent). Here is
the code: Add Comment
# util:TypedIterator.py
class TypedIterator(Iterator):
private Iterator imp
private Class type
def __init__(self, Iterator it, Class type):
imp = it
self.type = type
def hasNext(self):
return imp.hasNext()
5: Factories:
encapsulating
object creation
When you discover that you need to add new types to a system, the most
sensible first step is to use polymorphism to create a common interface to
those new types. This separates the rest of the code in your system from
the knowledge of the specific types that you are adding. New types may be
added without disturbing existing code … or so it seems. At first it would
appear that the only place you need to change the code in such a design is
the place where you inherit a new type, but this is not quite true. You must
still create an object of your new type, and at the point of creation you
must specify the exact constructor to use. Thus, if the code that creates
objects is distributed throughout your application, you have the same
problem when adding new types—you must still chase down all the points
of your code where type matters. It happens to be the creation of the type
that matters in this case rather than the use of the type (which is taken
care of by polymorphism), but the effect is the same: adding a new type
can cause problems. Add Comment
The solution is to force the creation of objects to occur through a common
factory rather than to allow the creational code to be spread throughout
your system. If all the code in your program must go through this factory
whenever it needs to create one of your objects, then all you must do when
you add a new object is to modify the factory. Add Comment
Since every object-oriented program creates objects, and since it’s very
likely you will extend your program by adding new types, I suspect that
factories may be the most universally useful kinds of design patterns. Add
Comment
class Shape(object):
# Create based on class name:
def factory(type):
#return eval(type + "()")
if type == "Circle": return Circle()
if type == "Square": return Square()
assert 1, "Bad shape creation: " + type
factory = staticmethod(factory)
class Circle(Shape):
def draw(self): print "Circle.draw"
def erase(self): print "Circle.erase"
class Square(Shape):
def draw(self): print "Square.draw"
def erase(self): print "Square.erase"
# Generate shape name strings:
def shapeNameGen(n):
types = Shape.__subclasses__()
for i in range(n):
yield random.choice(types).__name__
shapes = \
[ Shape.factory(i) for i in shapeNameGen(7)]
Polymorphic factories
The static factory( ) method in the previous example forces all the
creation operations to be focused in one spot, so that’s the only place you
need to change the code. This is certainly a reasonable solution, as it
throws a box around the process of creating objects. However, the Design
Patterns book emphasizes that the reason for the Factory Method pattern
is so that different types of factories can be subclassed from the basic
factory (the above design is mentioned as a special case). However, the
book does not provide an example, but instead just repeats the example
used for the Abstract Factory (you’ll see an example of this in the next
section). Here is ShapeFactory1.py modified so the factory methods are
in a separate class as virtual functions. Notice also that the specific Shape
classes are dynamically loaded on demand: Add Comment
#: c05:shapefact2:ShapeFactory2.py
# Polymorphic factory methods.
from __future__ import generators
import random
class ShapeFactory:
factories = {}
def addFactory(id, shapeFactory):
ShapeFactory.factories.put[id] = shapeFactory
addFactory = staticmethod(addFactory)
# A Template Method:
def createShape(id):
if not ShapeFactory.factories.has_key(id):
ShapeFactory.factories[id] = \
eval(id + '.Factory()')
return ShapeFactory.factories[id].create()
createShape = staticmethod(createShape)
class Circle(Shape):
def draw(self): print "Circle.draw"
def erase(self): print "Circle.erase"
class Factory:
def create(self): return Circle()
class Square(Shape):
def draw(self):
print "Square.draw"
def erase(self):
print "Square.erase"
class Factory:
def create(self): return Square()
def shapeNameGen(n):
types = Shape.__subclasses__()
for i in range(n):
yield random.choice(types).__name__
shapes = [ ShapeFactory.createShape(i)
for i in shapeNameGen(7)]
Abstract factories
The Abstract Factory pattern looks like the factory objects we’ve seen
previously, with not one but several factory methods. Each of the factory
methods creates a different kind of object. The idea is that at the point of
creation of the factory object, you decide how all the objects created by
that factory will be used. The example given in Design Patterns
implements portability across various graphical user interfaces (GUIs):
you create a factory object appropriate to the GUI that you’re working
with, and from then on when you ask it for a menu, button, slider, etc. it
will automatically create the appropriate version of that item for the GUI.
Thus you’re able to isolate, in one place, the effect of changing from one
GUI to another. Add Comment
As another example suppose you are creating a general-purpose gaming
environment and you want to be able to support different types of games.
Here’s how it might look using an abstract factory: Add Comment
#: c05:Games.py
# An example of the Abstract Factory pattern.
class Obstacle:
def action(self): pass
class Player:
def interactWith(self, obstacle): pass
class Kitty(Player):
def interactWith(self, obstacle):
print "Kitty has encountered a",
obstacle.action()
class KungFuGuy(Player):
def interactWith(self, obstacle):
print "KungFuGuy now battles a",
obstacle.action()
class Puzzle(Obstacle):
def action(self):
print "Puzzle"
class NastyWeapon(Obstacle):
def action(self):
print "NastyWeapon"
# Concrete factories:
class KittiesAndPuzzles(GameElementFactory):
def makePlayer(self): return Kitty()
def makeObstacle(self): return Puzzle()
class KillAndDismember(GameElementFactory):
def makePlayer(self): return KungFuGuy()
def makeObstacle(self): return NastyWeapon()
class GameEnvironment:
def __init__(self, factory):
self.factory = factory
self.p = factory.makePlayer()
self.ob = factory.makeObstacle()
def play(self):
self.p.interactWith(self.ob)
g1 = GameEnvironment(KittiesAndPuzzles())
g2 = GameEnvironment(KillAndDismember())
g1.play()
g2.play()
#:~
In this environment, Player objects interact with Obstacle objects, but
there are different types of players and obstacles depending on what kind
of game you’re playing. You determine the kind of game by choosing a
particular GameElementFactory, and then the GameEnvironment
controls the setup and play of the game. In this example, the setup and
play is very simple, but those activities (the initial conditions and the state
change) can determine much of the game’s outcome. Here,
GameEnvironment is not designed to be inherited, although it could
very possibly make sense to do that. Add Comment
This also contains examples of Double Dispatching and the Factory
Method, both of which will be explained later. Add Comment
Of course, the above scaffolding of Obstacle, Player and
GameElementFactory (which was translated from the Java version of
this example) is unnecessary – it’s only required for languages that have
static type checking. As long as the concrete Python classes follow the
form of the required classes, we don’t need any base classes: Add
Comment
#: c05:Games2.py
# Simplified Abstract Factory.
class Kitty:
def interactWith(self, obstacle):
print "Kitty has encountered a",
obstacle.action()
class KungFuGuy:
def interactWith(self, obstacle):
print "KungFuGuy now battles a",
obstacle.action()
class Puzzle:
def action(self): print "Puzzle"
class NastyWeapon:
def action(self): print "NastyWeapon"
# Concrete factories:
class KittiesAndPuzzles:
def makePlayer(self): return Kitty()
def makeObstacle(self): return Puzzle()
class KillAndDismember:
def makePlayer(self): return KungFuGuy()
def makeObstacle(self): return NastyWeapon()
class GameEnvironment:
def __init__(self, factory):
self.factory = factory
self.p = factory.makePlayer()
self.ob = factory.makeObstacle()
def play(self):
self.p.interactWith(self.ob)
g1 = GameEnvironment(KittiesAndPuzzles())
g2 = GameEnvironment(KillAndDismember())
g1.play()
g2.play()
#:~
Another way to put this is that all inheritance in Python is implementation
inheritance; since Python does its type-checking at runtime, there’s no
need to use interface inheritance so that you can upcast to the base type.
Add Comment
You might want to study the two examples for comparison, however. Does
the first one add enough useful information about the pattern that it’s
worth keeping some aspect of it? Perhaps all you need is “tagging classes”
like this: Add Comment
class Obstacle: pass
class Player: pass
class GameElementFactory: pass
Then the inheritance serves only to indicate the type of the derived
classes. Add Comment
Exercises
1. Add a class Triangle to ShapeFactory1.py Add Comment
6: Function objects
In Advanced C++:Programming Styles And Idioms (Addison-Wesley,
1992), Jim Coplien coins the term functor which is an object whose sole
purpose is to encapsulate a function (since “functor” has a meaning in
mathematics, in this book I shall use the more explicit term function
object). The point is to decouple the choice of function to be called from
the site where that function is called. Add Comment
This term is mentioned but not used in Design Patterns. However, the
theme of the function object is repeated in a number of patterns in that
book. Add Comment
class Command:
14In the Python language, all functions are already objects and so the Command
pattern is often redundant.
def execute(self): pass
class Loony(Command):
def execute(self):
print "You're a loony."
class NewBrain(Command):
def execute(self):
print "You might even need a new brain."
class Afford(Command):
def execute(self):
print "I couldn't afford a whole new brain."
macro = Macro()
macro.add(Loony())
macro.add(NewBrain())
macro.add(Afford())
macro.run()
#:~
The primary point of Command is to allow you to hand a desired action to
a method or object. In the above example, this provides a way to queue a
set of actions to be performed collectively. In this case, it allows you to
dynamically create new behavior, something you can normally only do by
writing new code but in the above example could be done by interpreting a
script (see the Interpreter pattern if what you need to do gets very
complex). Add Comment
Design Patterns says that “Commands are an object-oriented replacement
for callbacks15.” However, I think that the word “back” is an essential part
of the concept of callbacks. That is, I think a callback actually reaches back
15 Page 235.
to the creator of the callback. On the other hand, with a Command object
you typically just create it and hand it to some method or object, and are
not otherwise connected over time to the Command object. That’s my take
on it, anyway. Later in this book, I combine a group of design patterns
under the heading of “callbacks.” Add Comment
class NewtonsMethod(FindMinima):
def algorithm(self, line):
return [ 3.3, 4.4 ] # Dummy
class Bisection(FindMinima):
def algorithm(self, line):
return [ 5.5, 6.6 ] # Dummy
class ConjugateGradient(FindMinima):
def algorithm(self, line):
return [ 3.3, 4.4 ] # Dummy
solver = MinimaSolver(LeastSquares())
line = [
1.0, 2.0, 1.0, 2.0, -1.0, 3.0, 4.0, 5.0, 4.0
]
print solver.minima(line)
solver.changeAlgorithm(Bisection())
print solver.minima(line)
#:~
Note similarity with template method – TM claims distinction that it has
more than one method to call, does things piecewise. However, it’s not
unlikely that strategy object would have more than one method call;
consider Shalloway’s order fulfullment system with country information
in each strategy. Add Comment
Strategy example from standard Python: sort( ) takes a second optional
argument that acts as a comparator object; this is a strategy. Add
Comment
Chain of responsibility
Chain of Responsibility might be thought of as a dynamic generalization
of recursion using Strategy objects. You make a call, and each Strategy in
a linked sequence tries to satisfy the call. The process ends when one of
the strategies is successful or the chain ends. In recursion, one method
calls itself over and over until a termination condition is reached; with
Chain of Responsibility, a method calls itself, which (by moving down the
chain of Strategies) calls a different implementation of the method, etc.,
until a termination condition is reached. The termination condition is
either the bottom of the chain is reached (in which case a default object is
returned; you may or may not be able to provide a default result so you
must be able to determine the success or failure of the chain) or one of the
Strategies is successful. Add Comment
Instead of calling a single method to satisfy a request, multiple methods in
the chain have a chance to satisfy the request, so it has the flavor of an
expert system. Since the chain is effectively a linked list, it can be
dynamically created, so you could also think of it as a more general,
dynamically-built switch statement. Add Comment
In the GoF, there’s a fair amount of discussion of how to create the chain
of responsibility as a linked list. However, when you look at the pattern it
really shouldn’t matter how the chain is maintained; that’s an
implementation detail. Since GoF was written before the Standard
Template Library (STL) was incorporated into most C++ compilers, the
reason for this is most likely (1) there was no list and thus they had to
create one and (2) data structures are often taught as a fundamental skill
in academia, and the idea that data structures should be standard tools
available with the programming language may not have occurred to the
GoF authors. I maintain that the implementation of Chain of
Responsibility as a chain (specifically, a linked list) adds nothing to the
solution and can just as easily be implemented using a standard Python
list, as shown below. Furthermore, you’ll see that I’ve gone to some effort
to separate the chain-management parts of the implementation from the
various Strategies, so that the code can be more easily reused. Add
Comment
In StrategyPattern.py, above, what you probably want is to
automatically find a solution. Chain of Responsibility provides a way to do
this by chaining the Strategy objects together and providing a mechanism
for them to automatically recurse through each one in the chain: Add
Comment
#: c06:ChainOfResponsibility.py
class Strategy:
def __call__(messenger): pass
def __str__(self):
return "Trying " + self.__class__.__name__ \
+ " algorithm"
def next(self):
# Where this link is in the chain:
location = self.chain.index(self)
if not self.end():
return self.chain[location + 1]
def end(self):
return (self.chain.index(self) + 1 >=
len(self.chain))
class LeastSquares(Strategy):
def __call__(self, messenger):
print self
linedata = messenger
# [ Actual test/calculation here ]
result = LineData([1.1, 2.2]) # Dummy data
result.setSuccessful(0)
return result
class NewtonsMethod(Strategy):
def __call__(self, messenger):
print self
linedata = messenger
# [ Actual test/calculation here ]
result = LineData([3.3, 4.4]) # Dummy data
result.setSuccessful(0)
return result
class Bisection(Strategy):
def __call__(self, messenger):
print self
linedata = messenger
# [ Actual test/calculation here ]
result = LineData([5.5, 6.6]) # Dummy data
result.setSuccessful(1)
return result
class ConjugateGradient(Strategy):
def __call__(self, messenger):
print self
linedata = messenger
# [ Actual test/calculation here ]
result = LineData([7.7, 8.8]) # Dummy data
result.setSuccessful(1)
return result
solutions = []
solutions = [
ChainLink(solutions, LeastSquares()),
ChainLink(solutions, NewtonsMethod()),
ChainLink(solutions, Bisection()),
ChainLink(solutions, ConjugateGradient())
]
line = LineData([
1.0, 2.0, 1.0, 2.0, -1.0,
3.0, 4.0, 5.0, 4.0
])
print solutions[0](line)
#:~
Exercises
1. Use Command in Chapter 3, Exercise 1. Add Comment
7: Changing the
interface
Sometimes the problem that you’re solving is as simple as “I don’t have
the interface that I want.” Two of the patterns in Design Patterns solve
this problem: Adapter takes one type and produces an interface to some
other type. Façade creates an interface to a set of classes, simply to
provide a more comfortable way to deal with a library or bundle of
resources. Add Comment
Adapter
When you’ve got this, and you need that, Adapter solves the problem. The
only requirement is to produce a that, and there are a number of ways you
can accomplish this adaptation. Add Comment
#: c07:Adapter.py
# Variations on the Adapter pattern.
class WhatIHave:
def g(self): pass
def h(self): pass
class WhatIWant:
def f(self): pass
class ProxyAdapter(WhatIWant):
def __init__(self, whatIHave):
self.whatIHave = whatIHave
def f(self):
# Implement behavior using
# methods in WhatIHave:
self.whatIHave.g()
self.whatIHave.h()
class WhatIUse:
def op(self, whatIWant):
whatIWant.f()
whatIUse = WhatIUse()
whatIHave = WhatIHave()
adapt= ProxyAdapter(whatIHave)
whatIUse2 = WhatIUse2()
whatIHave2 = WhatIHave2()
whatIHave3 = WhatIHave3()
whatIUse.op(adapt)
# Approach 2:
whatIUse2.op(whatIHave)
# Approach 3:
whatIUse.op(whatIHave2)
# Approach 4:
whatIUse.op(whatIHave3.whatIWant())
#:~
I’m taking liberties with the term “proxy” here, because in Design
Patterns they assert that a proxy must have an identical interface with the
object that it is a surrogate for. However, if you have the two words
together: “proxy adapter,” it is perhaps more reasonable. Add Comment
Façade
A general principle that I apply when I’m casting about trying to mold
requirements into a first-cut object is “If something is ugly, hide it inside
an object.” This is basically what Façade accomplishes. If you have a
rather confusing collection of classes and interactions that the client
programmer doesn’t really need to see, then you can create an interface
that is useful for the client programmer and that only presents what’s
necessary. Add Comment
Façade is often implemented as singleton abstract factory. Of course, you
can easily get this effect by creating a class containing static factory
methods: Add Comment
# c07:Facade.py
class A:
def __init__(self, x): pass
class B:
def __init__(self, x): pass
class C:
def __init__(self, x): pass
# Other classes that aren't exposed by the
# facade go here ...
class Facade:
def makeA(x): return A(x)
makeA = staticmethod(makeA)
def makeB(x): return B(x)
makeB = staticmethod(makeB)
def makeC(x): return C(x)
makeC = staticmethod(makeC)
Exercises
1. Create an adapter class that automatically loads a two-dimensional
array of objects into a dictionary as key-value pairs. Add Comment
8: Table-driven
code:
configuration
flexibility
Table-driven code using
anonymous inner
classes
See ListPerformance example in TIJ from Chapter 9 Add Comment
Also GreenHouse.py
10: Callbacks
Decoupling code behavior
Observer, and a category of callbacks called “multiple dispatching (not in
Design Patterns)” including the Visitor from Design Patterns. Add
Comment
Observer
Like the other forms of callback, this contains a hook point where you can
change code. The difference is in the observer’s completely dynamic
nature. It is often used for the specific case of changes based on other
object’s change of state, but is also the basis of event management.
Anytime you want to decouple the source of the call from the called code
in a completely dynamic way. Add Comment
The observer pattern solves a fairly common problem: What if a group of
objects needs to update themselves when some object changes state? This
can be seen in the “model-view” aspect of Smalltalk’s MVC (model-view-
controller), or the almost-equivalent “Document-View Architecture.”
Suppose that you have some data (the “document”) and more than one
view, say a plot and a textual view. When you change the data, the two
views must know to update themselves, and that’s what the observer
facilitates. It’s a common enough problem that its solution has been made
a part of the standard java.util library. Add Comment
There are two types of objects used to implement the observer pattern in
Python. The Observable class keeps track of everybody who wants to be
informed when a change happens, whether the “state” has changed or not.
When someone says “OK, everybody should check and potentially update
themselves,” the Observable class performs this task by calling the
notifyObservers( ) method for each one on the list. The
notifyObservers( ) method is part of the base class Observable. Add
Comment
There are actually two “things that change” in the observer pattern: the
quantity of observing objects and the way an update occurs. That is, the
observer pattern allows you to modify both of these without affecting the
surrounding code. Add Comment
-------------
Observer is an “interface” class that only has one member function,
update( ). This function is called by the object that’s being observed,
when that object decides its time to update all its observers. The
arguments are optional; you could have an update( ) with no arguments
and that would still fit the observer pattern; however this is more
general—it allows the observed object to pass the object that caused the
update (since an Observer may be registered with more than one
observed object) and any extra information if that’s helpful, rather than
forcing the Observer object to hunt around to see who is updating and to
fetch any other information it needs. Add Comment
The “observed object” that decides when and how to do the updating will
be called the Observable. Add Comment
Observable has a flag to indicate whether it’s been changed. In a simpler
design, there would be no flag; if something happened, everyone would be
notified. The flag allows you to wait, and only notify the Observers when
you decide the time is right. Notice, however, that the control of the flag’s
state is protected, so that only an inheritor can decide what constitutes a
change, and not the end user of the resulting derived Observer class.
Add Comment
Most of the work is done in notifyObservers( ). If the changed flag has
not been set, this does nothing. Otherwise, it first clears the changed flag
so repeated calls to notifyObservers( ) won’t waste time. This is done
before notifying the observers in case the calls to update( ) do anything
that causes a change back to this Observable object. Then it moves
through the set and calls back to the update( ) member function of each
Observer. Add Comment
At first it may appear that you can use an ordinary Observable object to
manage the updates. But this doesn’t work; to get an effect, you must
inherit from Observable and somewhere in your derived-class code call
setChanged( ). This is the member function that sets the “changed” flag,
which means that when you call notifyObservers( ) all of the observers
will, in fact, get notified. Where you call setChanged( ) depends on the
logic of your program. Add Comment
Observing flowers
Since Python doesn’t have standard library components to support the
observer pattern (like Java does), we must first create one. The simplest
thing to do is translate the Java standard library Observer and
Observable classes. This also provides easier translation from Java code
that uses these libraries. Add Comment
In trying to do this, we encounter a minor snag, which is the fact that Java
has a synchronized keyword that provides built-in support for thread
synchronization. We could certainly accomplish the same thing by hand,
using code like this: Add Comment
import threading
class ToSynch:
def __init__(self):
self.mutex = threading.RLock()
self.val = 1
def aSynchronizedMethod(self):
self.mutex.acquire()
try:
self.val += 1
return self.val
finally:
self.mutex.release()
But this rapidly becomes tedious to write and to read. Peter Norvig
provided me with a much nicer solution: Add Comment
#: util:Synchronization.py
'''Simple emulation of Java's 'synchronized'
keyword, from Peter Norvig.'''
import threading
def synchronized(method):
def f(*args):
self = args[0]
self.mutex.acquire();
# print method.__name__, 'acquired'
try:
return apply(method, args)
finally:
self.mutex.release();
# print method.__name__, 'released'
return f
def synchronize(klass, names=None):
"""Synchronize methods in the given class.
Only synchronize the methods whose names are
given, or all methods if names=None."""
if type(names)==type(''): names = names.split()
for (name, val) in klass.__dict__.items():
if callable(val) and name != '__init__' and \
(names == None or name in names):
# print "synchronizing", name
klass.__dict__[name] = synchronized(val)
class E(C):
def __init__(self):
C.__init__(self)
def m(self): C.m(self)
def g(self): C.g(self)
def f(self): C.f(self)
# Only synchronizes m and g. Note that m ends up
# being doubly-wrapped in synchronization, which
# doesn't hurt anything but is inefficient:
synchronize(E, 'm g')
e = E()
e.f()
e.g()
e.m()
#:~
You must call the base class constructor for Synchronization, but that’s
all. In class C you can see the use of synchronized( ) for m, leaving f
and g alone. Class D has all it’s methods synchronized en masse, and class
E uses the convenience function to synchronize m and g. Note that since
m ends up being synchronized twice, it will be entered and left twice for
every call, which isn’t very desirable [there may be a fix for this] Add
Comment
#: util:Observer.py
# Class support for "observer" pattern.
from Synchronization import *
class Observer:
def update(observable, arg):
'''Called when the observed object is
modified. You call an Observable object's
notifyObservers method to notify all the
object's observers of the change.'''
pass
class Observable(Synchronization):
def __init__(self):
self.obs = []
self.changed = 0
Synchronization.__init__(self)
self.mutex.acquire()
try:
if not self.changed: return
# Make a local copy in case of synchronous
# additions of observers:
localArray = self.obs[:]
self.clearChanged()
finally:
self.mutex.release()
# Updating is not required to be synchronized:
for observer in localArray:
observer.update(self, arg)
synchronize(Observable,
"addObserver deleteObserver deleteObservers " +
"setChanged clearChanged hasChanged " +
"countObservers")
#:~
Using this library, here is an example of the observer pattern: Add
Comment
#: c10:ObservedFlower.py
# Demonstration of "observer" pattern.
import sys
sys.path += ['../util']
from Observer import Observer, Observable
class Flower:
def __init__(self):
self.isOpen = 0
self.openNotifier = Flower.OpenNotifier(self)
self.closeNotifier= Flower.CloseNotifier(self)
def open(self): # Opens its petals
self.isOpen = 1
self.openNotifier.notifyObservers()
self.closeNotifier.open()
def close(self): # Closes its petals
self.isOpen = 0
self.closeNotifier.notifyObservers()
self.openNotifier.close()
def closing(self): return self.closeNotifier
class OpenNotifier(Observable):
def __init__(self, outer):
Observable.__init__(self)
self.outer = outer
self.alreadyOpen = 0
def notifyObservers(self):
if self.outer.isOpen and \
not self.alreadyOpen:
self.setChanged()
Observable.notifyObservers(self)
self.alreadyOpen = 1
def close(self):
self.alreadyOpen = 0
class CloseNotifier(Observable):
def __init__(self, outer):
Observable.__init__(self)
self.outer = outer
self.alreadyClosed = 0
def notifyObservers(self):
if not self.outer.isOpen and \
not self.alreadyClosed:
self.setChanged()
Observable.notifyObservers(self)
self.alreadyClosed = 1
def open(self):
alreadyClosed = 0
class Bee:
def __init__(self, name):
self.name = name
self.openObserver = Bee.OpenObserver(self)
self.closeObserver = Bee.CloseObserver(self)
# An inner class for observing openings:
class OpenObserver(Observer):
def __init__(self, outer):
self.outer = outer
def update(self, observable, arg):
print "Bee " + self.outer.name + \
"'s breakfast time!"
# Another inner class for closings:
class CloseObserver(Observer):
def __init__(self, outer):
self.outer = outer
def update(self, observable, arg):
print "Bee " + self.outer.name + \
"'s bed time!"
class Hummingbird:
def __init__(self, name):
self.name = name
self.openObserver = \
Hummingbird.OpenObserver(self)
self.closeObserver = \
Hummingbird.CloseObserver(self)
class OpenObserver(Observer):
def __init__(self, outer):
self.outer = outer
def update(self, observable, arg):
print "Hummingbird " + self.outer.name + \
"'s breakfast time!"
class CloseObserver(Observer):
def __init__(self, outer):
self.outer = outer
def update(self, observable, arg):
print "Hummingbird " + self.outer.name + \
"'s bed time!"
f = Flower()
ba = Bee("Eric")
bb = Bee("Eric 0.5")
ha = Hummingbird("A")
hb = Hummingbird("B")
f.openNotifier.addObserver(ha.openObserver)
f.openNotifier.addObserver(hb.openObserver)
f.openNotifier.addObserver(ba.openObserver)
f.openNotifier.addObserver(bb.openObserver)
f.closeNotifier.addObserver(ha.closeObserver)
f.closeNotifier.addObserver(hb.closeObserver)
f.closeNotifier.addObserver(ba.closeObserver)
f.closeNotifier.addObserver(bb.closeObserver)
# Hummingbird 2 decides to sleep in:
f.openNotifier.deleteObserver(hb.openObserver)
# A change that interests observers:
f.open()
f.open() # It's already open, no change.
# Bee 1 doesn't want to go to bed:
f.closeNotifier.deleteObserver(ba.closeObserver)
f.close()
f.close() # It's already closed; no change
f.openNotifier.deleteObservers()
f.open()
f.close()
#:~
The events of interest are that a Flower can open or close. Because of the
use of the inner class idiom, both these events can be separately
observable phenomena. OpenNotifier and CloseNotifier both inherit
Observable, so they have access to setChanged( ) and can be handed
to anything that needs an Observable. Add Comment
The inner class idiom also comes in handy to define more than one kind of
Observer, in Bee and Hummingbird, since both those classes may
want to independently observe Flower openings and closings. Notice
how the inner class idiom provides something that has most of the
benefits of inheritance (the ability to access the private data in the outer
class, for example) without the same restrictions. Add Comment
In main( ), you can see one of the prime benefits of the observer pattern:
the ability to change behavior at run time by dynamically registering and
un-registering Observers with Observables. Add Comment
If you study the code above you’ll see that OpenNotifier and
CloseNotifier use the basic Observable interface. This means that you
could inherit other completely different Observer classes; the only
connection the Observers have with Flowers is the Observer interface.
Add Comment
A visual example of
observers
The following example is similar to the ColorBoxes example from
Chapter 14 in Thinking in Java, 2nd Edition. Boxes are placed in a grid on
the screen and each one is initialized to a random color. In addition, each
box implements the Observer interface and is registered with an
Observable object. When you click on a box, all of the other boxes are
notified that a change has been made because the Observable object
automatically calls each Observer object’s update( ) method. Inside this
method, the box checks to see if it’s adjacent to the one that was clicked,
and if so it changes its color to match the clicked box. Add Comment
[[ NOTE: this example has not been converted. See further down for a
version that has the GUI but not the Observers, in PythonCard. ]]
# c10:BoxObserver.py
# Demonstration of Observer pattern using
# Java's built-in observer classes.
class BoxObserver(JFrame):
Observable notifier = BoxObservable()
def __init__(self, int grid):
setTitle("Demonstrates Observer pattern")
Container cp = getContentPane()
cp.setLayout(GridLayout(grid, grid))
for(int x = 0 x < grid x++)
for(int y = 0 y < grid y++)
cp.add(OCBox(x, y, notifier))
class ML(MouseAdapter):
def mousePressed(self, MouseEvent e):
notifier.notifyObservers(OCBox.self)
# :~
When you first look at the online documentation for Observable, it’s a
bit confusing because it appears that you can use an ordinary
Observable object to manage the updates. But this doesn’t work; try it—
inside BoxObserver, create an Observable object instead of a
BoxObservable object and see what happens: nothing. To get an effect,
you must inherit from Observable and somewhere in your derived-class
code call setChanged( ). This is the method that sets the “changed” flag,
which means that when you call notifyObservers( ) all of the observers
will, in fact, get notified. In the example above setChanged( ) is simply
called within notifyObservers( ), but you could use any criterion you
want to decide when to call setChanged( ). Add Comment
BoxObserver contains a single Observable object called notifier, and
every time an OCBox object is created, it is tied to notifier. In OCBox,
whenever you click the mouse the notifyObservers( ) method is called,
passing the clicked object in as an argument so that all the boxes receiving
the message (in their update( ) method) know who was clicked and can
decide whether to change themselves or not. Using a combination of code
in notifyObservers( ) and update( ) you can work out some fairly
complex schemes. Add Comment
It might appear that the way the observers are notified must be frozen at
compile time in the notifyObservers( ) method. However, if you look
more closely at the code above you’ll see that the only place in
BoxObserver or OCBox where you're aware that you’re working with a
BoxObservable is at the point of creation of the Observable object—
from then on everything uses the basic Observable interface. This means
that you could inherit other Observable classes and swap them at run
time if you want to change notification behavior then. Add Comment
Here is a version of the above that doesn’t use the Observer pattern,
written by Kevin Altis using PythonCard, and placed here as a starting
point for a translation that does include Observer:
#: c10:BoxObserver.py
""" Written by Kevin Altis as a first-cut for
converting BoxObserver to Python. The Observer
hasn't been integrated yet.
To run this program, you must:
Install WxPython from
http://www.wxpython.org/download.php
Install PythonCard. See:
http://pythoncard.sourceforge.net
"""
GRID = 8
class ColorBoxesTest(model.Background):
def on_openBackground(self, target, event):
self.document = []
for row in range(GRID):
line = []
for column in range(GRID):
line.append(self.createBox(row, column))
self.document.append(line[:])
def createBox(self, row, column):
colors = ['black', 'blue', 'cyan',
'darkGray', 'gray', 'green',
'lightGray', 'magenta',
'orange', 'pink', 'red',
'white', 'yellow']
width, height = self.panel.GetSizeTuple()
boxWidth = width / GRID
boxHeight = height / GRID
log.info("width:" + str(width) +
" height:" + str(height))
log.info("boxWidth:" + str(boxWidth) +
" boxHeight:" + str(boxHeight))
# use an empty image, though some other
# widgets would work just as well
boxDesc = {'type':'Image',
'size':(boxWidth, boxHeight), 'file':''}
name = 'box-%d-%d' % (row, column)
# There is probably a 1 off error in the
# calculation below since the boxes should
# probably have a slightly different offset
# to prevent overlaps
boxDesc['position'] =
(column * boxWidth, row * boxHeight)
boxDesc['name'] = name
boxDesc['backgroundColor'] =
random.choice(colors)
self.components[name] = boxDesc
return self.components[name]
if __name__ == '__main__':
app = model.PythonCardApp(ColorBoxesTest)
app.MainLoop()
#:~
This is the resource file for running the program (see PythonCard for
details):
#: c10:BoxObserver.rsrc.py
{'stack':{'type':'Stack',
'name':'BoxObserver',
'backgrounds': [
{ 'type':'Background',
'name':'bgBoxObserver',
'title':'Demonstrates Observer pattern',
'position':(5, 5),
'size':(500, 400),
'components': [
] # end components
} # end background
] # end backgrounds
} }
#:~
Exercises
1. Using the approach in Synchronization.py, create a tool that
will automatically wrap all the methods in a class to provide an
execution trace, so that you can see the name of the method and
when it is entered and exited. Add Comment
11: Multiple
dispatching
When dealing with multiple types which are interacting, a program can
get particularly messy. For example, consider a system that parses and
executes mathematical expressions. You want to be able to say Number
+ Number, Number * Number, etc., where Number is the base class
for a family of numerical objects. But when you say a + b, and you don’t
know the exact type of either a or b, so how can you get them to interact
properly? Add Comment
The answer starts with something you probably don’t think about: Python
performs only single dispatching. That is, if you are performing an
operation on more than one object whose type is unknown, Python can
invoke the dynamic binding mechanism on only one of those types. This
doesn’t solve the problem, so you end up detecting some types manually
and effectively producing your own dynamic binding behavior. Add
Comment
The solution is called multiple dispatching. Remember that
polymorphism can occur only via member function calls, so if you want
double dispatching to occur, there must be two member function calls: the
first to determine the first unknown type, and the second to determine the
second unknown type. With multiple dispatching, you must have a
polymorphic method call to determine each of the types. Generally, you’ll
set up a configuration such that a single member function call produces
more than one dynamic member function call and thus determines more
than one type in the process. To get this effect, you need to work with
more than one polymorphic method call: you’ll need one call for each
dispatch. The methods in the following example are called compete( )
and eval( ), and are both members of the same type. (In this case there
will be only two dispatches, which is referred to as double dispatching). If
you are working with two different type hierarchies that are interacting,
then you’ll have to have a polymorphic method call in each hierarchy. Add
Comment
Here’s an example of multiple dispatching:
#: c11:PaperScissorsRock.py
# Demonstration of multiple dispatching.
from __future__ import generators
import random
# An enumeration type:
class Outcome:
def __init__(self, value, name):
self.value = value
self.name = name
def __str__(self): return self.name
def __eq__(self, other):
return self.value == other.value
class Item(object):
def __str__(self):
return self.__class__.__name__
class Paper(Item):
def compete(self, item):
# First dispatch: self was Paper
return item.evalPaper(self)
def evalPaper(self, item):
# Item was Paper, we're in Paper
return Outcome.DRAW
def evalScissors(self, item):
# Item was Scissors, we're in Paper
return Outcome.WIN
def evalRock(self, item):
# Item was Rock, we're in Paper
return Outcome.LOSE
class Scissors(Item):
def compete(self, item):
# First dispatch: self was Scissors
return item.evalScissors(self)
def evalPaper(self, item):
# Item was Paper, we're in Scissors
return Outcome.LOSE
def evalScissors(self, item):
# Item was Scissors, we're in Scissors
return Outcome.DRAW
def evalRock(self, item):
# Item was Rock, we're in Scissors
return Outcome.WIN
class Rock(Item):
def compete(self, item):
# First dispatch: self was Rock
return item.evalRock(self)
def evalPaper(self, item):
# Item was Paper, we're in Rock
return Outcome.WIN
def evalScissors(self, item):
# Item was Scissors, we're in Rock
return Outcome.LOSE
def evalRock(self, item):
# Item was Rock, we're in Rock
return Outcome.DRAW
def match(item1, item2):
print "%s <--> %s : %s" % (
item1, item2, item1.compete(item2))
class Outcome:
def __init__(self, value, name):
self.value = value
self.name = name
def __str__(self): return self.name
def __eq__(self, other):
return self.value == other.value
class Item(object):
def compete(self, item):
# Use a tuple for table lookup:
return outcome[self.__class__, item.__class__]
def __str__(self):
return self.__class__.__name__
outcome = {
(Paper, Rock): Outcome.WIN,
(Paper, Scissors): Outcome.LOSE,
(Paper, Paper): Outcome.DRAW,
(Scissors, Paper): Outcome.WIN,
(Scissors, Rock): Outcome.LOSE,
(Scissors, Scissors): Outcome.DRAW,
(Rock, Scissors): Outcome.WIN,
(Rock, Paper): Outcome.LOSE,
(Rock, Rock): Outcome.DRAW,
}
class Visitor:
def __str__(self):
return self.__class__.__name__
def flowerGen(n):
flwrs = Flower.__subclasses__()
for i in range(n):
yield random.choice(flwrs)()
Exercises
1. Create a business-modeling environment with three types of
Inhabitant: Dwarf (for engineers), Elf (for marketers) and
Troll (for managers). Now create a class called Project that
creates the different inhabitants and causes them to interact( )
with each other using multiple dispatching. Add Comment
16 Addison-Wesley, 1999.
This is not a trivial design because it has an added constraint. That’s what
makes it interesting—it’s more like the messy problems you’re likely to
encounter in your work. The extra constraint is that the trash arrives at
the trash recycling plant all mixed together. The program must model the
sorting of that trash. This is where RTTI comes in: you have a bunch of
anonymous pieces of trash, and the program figures out exactly what type
they are. Add Comment
# c12:recyclea:RecycleA.py
# Recycling with RTTI.
class Trash:
private double weight
def __init__(self, double wt): weight = wt
abstract double getValue()
double getWeight(): return weight
# Sums the value of Trash in a bin:
static void sumValue(Iterator it):
double val = 0.0f
while(it.hasNext()):
# One kind of RTTI:
# A dynamically-checked cast
Trash t = (Trash)it.next()
# Polymorphism in action:
val += t.getWeight() * t.getValue()
print (
"weight of " +
# Using RTTI to get type
# information about the class:
t.getClass().getName() +
" = " + t.getWeight())
class Aluminum(Trash):
static double val = 1.67f
def __init__(self, double wt): .__init__(wt)
double getValue(): return val
static void setValue(double newval):
val = newval
class Paper(Trash):
static double val = 0.10f
def __init__(self, double wt): .__init__(wt)
double getValue(): return val
static void setValue(double newval):
val = newval
class Glass(Trash):
static double val = 0.23f
def __init__(self, double wt): .__init__(wt)
double getValue(): return val
static void setValue(double newval):
val = newval
class RecycleA(UnitTest):
Collection
bin = ArrayList(),
glassBin = ArrayList(),
paperBin = ArrayList(),
alBin = ArrayList()
def __init__(self):
# Fill up the Trash bin:
for(int i = 0 i < 30 i++)
switch((int)(Math.random() * 3)):
case 0 :
bin.add(new
Aluminum(Math.random() * 100))
break
case 1 :
bin.add(new
Paper(Math.random() * 100))
break
case 2 :
bin.add(new
Glass(Math.random() * 100))
def test(self):
Iterator sorter = bin.iterator()
# Sort the Trash:
while(sorter.hasNext()):
Object t = sorter.next()
# RTTI to show class membership:
if(t instanceof Aluminum)
alBin.add(t)
if(t instanceof Paper)
paperBin.add(t)
if(t instanceof Glass)
glassBin.add(t)
Trash.sumValue(alBin.iterator())
Trash.sumValue(paperBin.iterator())
Trash.sumValue(glassBin.iterator())
Trash.sumValue(bin.iterator())
# :~
In the source code listings available for this book, this file will be placed in
the subdirectory recyclea that branches off from the subdirectory c12
(for Chapter 12). The unpacking tool takes care of placing it into the
correct subdirectory. The reason for doing this is that this chapter rewrites
this particular example a number of times and by putting each version in
its own directory (using the default package in each directory so that
invoking the program is easy), the class names will not clash. Add
Comment
Several ArrayList objects are created to hold Trash references. Of
course, ArrayLists actually hold Objects so they’ll hold anything at all.
The reason they hold Trash (or something derived from Trash) is only
because you’ve been careful to not put in anything except Trash. If you do
put something “wrong” into the ArrayList, you won’t get any compile-
time warnings or errors—you’ll find out only via an exception at run time.
Add Comment
When the Trash references are added, they lose their specific identities
and become simply Object references (they are upcast). However,
because of polymorphism the proper behavior still occurs when the
dynamically-bound methods are called through the Iterator sorter,
once the resulting Object has been cast back to Trash. sumValue( )
also takes an Iterator to perform operations on every object in the
ArrayList. Add Comment
It looks silly to upcast the types of Trash into a container holding base
type references, and then turn around and downcast. Why not just put the
trash into the appropriate receptacle in the first place? (Indeed, this is the
whole enigma of recycling). In this program it would be easy to repair, but
sometimes a system’s structure and flexibility can benefit greatly from
downcasting. Add Comment
The program satisfies the design requirements: it works. This might be
fine as long as it’s a one-shot solution. However, a useful program tends to
evolve over time, so you must ask, “What if the situation changes?” For
example, cardboard is now a valuable recyclable commodity, so how will
that be integrated into the system (especially if the program is large and
complicated). Since the above type-check coding in the switch statement
could be scattered throughout the program, you must go find all that code
every time a new type is added, and if you miss one the compiler won’t
give you any help by pointing out an error. Add Comment
The key to the misuse of RTTI here is that every type is tested. If you’re
looking for only a subset of types because that subset needs special
treatment, that’s probably fine. But if you’re hunting for every type inside
a switch statement, then you’re probably missing an important point, and
definitely making your code less maintainable. In the next section we’ll
look at how this program evolved over several stages to become much
more flexible. This should prove a valuable example in program design.
Add Comment
This is definitely messy, and also a place where you must change code
whenever a new type is added. If new types are commonly added, a better
solution is a single method that takes all of the necessary information and
produces a reference to an object of the correct type, already upcast to a
trash object. In Design Patterns this is broadly referred to as a creational
pattern (of which there are several). The specific pattern that will be
applied here is a variant of the Factory Method. Here, the factory method
is a static member of Trash, but more commonly it is a method that is
overridden in the derived class. Add Comment
The idea of the factory method is that you pass it the essential information
it needs to know to create your object, then stand back and wait for the
reference (already upcast to the base type) to pop out as the return value.
From then on, you treat the object polymorphically. Thus, you never even
need to know the exact type of object that’s created. In fact, the factory
method hides it from you to prevent accidental misuse. If you want to use
the object without polymorphism, you must explicitly use RTTI and
casting. Add Comment
But there’s a little problem, especially when you use the more complicated
approach (not shown here) of making the factory method in the base class
and overriding it in the derived classes. What if the information required
in the derived class requires more or different arguments? “Creating more
objects” solves this problem. To implement the factory method, the Trash
class gets a new method called factory. To hide the creational data,
there’s a new class called Messenger that carries all of the necessary
information for the factory method to create the appropriate Trash
object (we’ve started referring to Messenger as a design pattern, but it’s
simple enough that you may not choose to elevate it to that status). Here’s
a simple implementation of Messenger: Add Comment
class Messenger:
int type
# Must change this to add another type:
static final int MAX_NUM = 4
double data
def __init__(self, int typeNum, double val):
type = typeNum % MAX_NUM
data = val
Here, the determination of the exact type of object is simple, but you can
imagine a more complicated system in which factory( ) uses an elaborate
algorithm. The point is that it’s now hidden away in one place, and you
know to come to this place when you add new types. Add Comment
The creation of new objects is now much simpler in main( ):
for(int i = 0 i < 30 i++)
bin.add(
Trash.factory(
Messenger(
(int)(Math.random() * Messenger.MAX_NUM),
Math.random() * 100)))
A Messenger object is created to pass the data into factory( ), which in
turn produces some kind of Trash object on the heap and returns the
reference that’s added to the ArrayList bin. Of course, if you change the
quantity and type of argument, this statement will still need to be
modified, but that can be eliminated if the creation of the Messenger
object is automated. For example, an ArrayList of arguments can be
passed into the constructor of a Messenger object (or directly into a
factory( ) call, for that matter). This requires that the arguments be
parsed and checked at run time, but it does provide the greatest flexibility.
Add Comment
You can see from this code what “vector of change” problem the factory is
responsible for solving: if you add new types to the system (the change),
the only code that must be modified is within the factory, so the factory
isolates the effect of that change. Add Comment
class Trash:
private double weight
def __init__(self, double wt): weight = wt
def __init__(self):
def getValue(self)
def getWeight(self): return weight
# Sums the value of Trash given an
# Iterator to any container of Trash:
def sumValue(self, Iterator it):
double val = 0.0f
while(it.hasNext()):
# One kind of RTTI:
# A dynamically-checked cast
Trash t = (Trash)it.next()
val += t.getWeight() * t.getValue()
print (
"weight of " +
# Using RTTI to get type
# information about the class:
t.getClass().getName() +
" = " + t.getWeight())
# Loaded successfully.
# Recursive call should work:
return factory(info)
# :~
The basic Trash class and sumValue( ) remain as before. The rest of the
class supports the prototyping pattern. You first see two inner classes
(which are made static, so they are inner classes only for code
organization purposes) describing exceptions that can occur. This is
followed by an ArrayList called trashTypes, which is used to hold the
Class references. Add Comment
In Trash.factory( ), the String inside the Messenger object id (a
different version of the Messenger class than that of the prior
discussion) contains the type name of the Trash to be created; this
String is compared to the Class names in the list. If there’s a match, then
that’s the object to create. Of course, there are many ways to determine
what object you want to make. This one is used so that information read in
from a file can be turned into objects. Add Comment
Once you’ve discovered which kind of Trash to create, then the reflection
methods come into play. The getConstructor( ) method takes an
argument that’s an array of Class references. This array represents the
arguments, in their proper order, for the constructor that you’re looking
for. Here, the array is dynamically created using the Java 1.1 array-
creation syntax: Add Comment
Class[]:double.class
This code assumes that every Trash type has a constructor that takes a
double (and notice that double.class is distinct from Double.class).
It’s also possible, for a more flexible solution, to call getConstructors( ),
which returns an array of the possible constructors. Add Comment
What comes back from getConstructor( ) is a reference to a
Constructor object (part of java.lang.reflect). You call the constructor
dynamically with the method newInstance( ), which takes an array of
Object containing the actual arguments. This array is again created using
the Java 1.1 syntax: Add Comment
Object[]{Double(Messenger.data)
In this case, however, the double must be placed inside a wrapper class
so that it can be part of this array of objects. The process of calling
newInstance( ) extracts the double, but you can see it is a bit
confusing—an argument might be a double or a Double, but when you
make the call you must always pass in a Double. Fortunately, this issue
exists only for the primitive types. Add Comment
Once you understand how to do it, the process of creating a new object
given only a Class reference is remarkably simple. Reflection also allows
you to call methods in this same dynamic fashion. Add Comment
Of course, the appropriate Class reference might not be in the
trashTypes list. In this case, the return in the inner loop is never
executed and you’ll drop out at the end. Here, the program tries to rectify
the situation by loading the Class object dynamically and adding it to the
trashTypes list. If it still can’t be found something is really wrong, but if
the load is successful then the factory method is called recursively to try
again. Add Comment
As you’ll see, the beauty of this design is that this code doesn’t need to be
changed, regardless of the different situations it will be used in (assuming
that all Trash subclasses contain a constructor that takes a single double
argument). Add Comment
Trash subclasses
To fit into the prototyping scheme, the only thing that’s required of each
new subclass of Trash is that it contain a constructor that takes a double
argument. Java reflection handles everything else. Add Comment
Here are the different types of Trash, each in their own file but part of the
Trash package (again, to facilitate reuse within the chapter): Add
Comment
# c12:trash:Aluminum.py
# The Aluminum class with prototyping.
class Aluminum(Trash):
private static double val = 1.67f
def __init__(self, double wt): .__init__(wt)
def getValue(self): return val
def setValue(self, double newVal):
val = newVal
# :~
# c12:trash:Paper.py
# The Paper class with prototyping.
class Paper(Trash):
private static double val = 0.10f
def __init__(self, double wt): .__init__(wt)
def getValue(self): return val
def setValue(self, double newVal):
val = newVal
# :~
# c12:trash:Glass.py
# The Glass class with prototyping.
class Glass(Trash):
private static double val = 0.23f
def __init__(self, double wt): .__init__(wt)
def getValue(self): return val
def setValue(self, double newVal):
val = newVal
# :~
And here’s a new type of Trash: Add Comment
# c12:trash:Cardboard.py
# The Cardboard class with prototyping.
class Cardboard(Trash):
private static double val = 0.23f
def __init__(self, double wt): .__init__(wt)
def getValue(self): return val
def setValue(self, double newVal):
val = newVal
# :~
You can see that, other than the constructor, there’s nothing special about
any of these classes. Add Comment
class ParseTrash:
def fillBin(String filename, Fillable bin):
for line in open(filename).readlines():
String type = line.substring(0,
line.index(':')).strip()
double weight = Double.valueOf(
line.substring(line.index(':') + 1)
.strip()).doubleValue()
bin.addTrash(
Trash.factory(
Trash.Messenger(type, weight)))
class Fillable:
def addTrash(self, Trash t)
# :~
Anything that supports this interface can be used with fillBin. Of course,
Collection doesn’t implement Fillable, so it won’t work. Since
Collection is used in most of the examples, it makes sense to add a
second overloaded fillBin( ) method that takes a Collection. Any
Collection can then be used as a Fillable object using an adapter class:
Add Comment
# c12:trash:FillableCollection.py
# Adapter that makes a Collection Fillable.
class FillableCollection(Fillable):
private Collection c
def __init__(self, Collection cc):
c = cc
# :~
You can see that the only job of this class is to connect Fillable’s
addTrash( ) method to Collection’s add( ). With this class in hand,
the overloaded fillBin( ) method can be used with a Collection in
ParseTrash.py: Add Comment
public static void
fillBin(String filename, Collection bin):
fillBin(filename, FillableCollection(bin))
This approach works for any container class that’s used frequently.
Alternatively, the container class can provide its own adapter that
implements Fillable. (You’ll see this later, in DynaTrash.py.) Add
Comment
class RecycleAP(UnitTest):
Collection
bin = ArrayList(),
glassBin = ArrayList(),
paperBin = ArrayList(),
alBin = ArrayList()
def __init__(self):
# Fill up the Trash bin:
ParseTrash.fillBin(
"../trash/Trash.dat", bin)
def test(self):
Iterator sorter = bin.iterator()
# Sort the Trash:
while(sorter.hasNext()):
Object t = sorter.next()
# RTTI to show class membership:
if(t instanceof Aluminum)
alBin.add(t)
if(t instanceof Paper)
paperBin.add(t)
if(t instanceof Glass)
glassBin.add(t)
Trash.sumValue(alBin.iterator())
Trash.sumValue(paperBin.iterator())
Trash.sumValue(glassBin.iterator())
Trash.sumValue(bin.iterator())
# :~
All of the Trash objects, as well as the ParseTrash and support classes,
are now part of the package c12.trash, so they are simply imported. Add
Comment
The process of opening the data file containing Trash descriptions and
the parsing of that file have been wrapped into the static method
ParseTrash.fillBin( ), so now it’s no longer a part of our design focus.
You will see that throughout the rest of the chapter, no matter what new
classes are added, ParseTrash.fillBin( ) will continue to work without
change, which indicates a good design. Add Comment
In terms of object creation, this design does indeed severely localize the
changes you need to make to add a new type to the system. However,
there’s a significant problem in the use of RTTI that shows up clearly here.
The program seems to run fine, and yet it never detects any cardboard,
even though there is cardboard in the list! This happens because of the
use of RTTI, which looks for only the types that you tell it to look for. The
clue that RTTI is being misused is that every type in the system is being
tested, rather than a single type or subset of types. As you will see later,
there are ways to use polymorphism instead when you’re testing for every
type. But if you use RTTI a lot in this fashion, and you add a new type to
your system, you can easily forget to make the necessary changes in your
program and produce a difficult-to-find bug. So it’s worth trying to
eliminate RTTI in this case, not just for aesthetic reasons—it produces
more maintainable code. Add Comment
Abstracting usage
With creation out of the way, it’s time to tackle the remainder of the
design: where the classes are used. Since it’s the act of sorting into bins
that’s particularly ugly and exposed, why not take that process and hide it
inside a class? This is the principle of “If you must do something ugly, at
least localize the ugliness inside a class.” It looks like this: Add Comment
TrashSorter
Aluminum ArrayList
ArrayList of
Paper ArrayList
Trash Bins
Glass ArrayList
The TrashSorter object initialization must now be changed whenever a
new type of Trash is added to the model. You could imagine that the
TrashSorter class might look something like this: Add Comment
class TrashSorter(ArrayList):
def sort(self, Trash t): /* ... */
Aluminum ArrayList
boolean grab(Trash)
TrashSorter
Glass ArrayList
boolean grab(Trash)
TrashSorter needs to call each grab( ) method and get a different result
depending on what type of Trash the current ArrayList is holding. That
is, each ArrayList must be aware of the type it holds. The classic
approach to this problem is to create a base “Trash bin” class and inherit
a new derived class for each different type you want to hold. If Java had a
parameterized type mechanism that would probably be the most
straightforward approach. But rather than hand-coding all the classes that
such a mechanism should be building for us, further observation can
produce a better approach. Add Comment
A basic OOP design principle is “Use data members for variation in state,
use polymorphism for variation in behavior.” Your first thought might be
that the grab( ) method certainly behaves differently for an ArrayList
that holds Paper than for one that holds Glass. But what it does is
strictly dependent on the type, and nothing else. This could be interpreted
as a different state, and since Java has a class to represent type (Class)
this can be used to determine the type of Trash a particular Tbin will
hold. Add Comment
The constructor for this Tbin requires that you hand it the Class of your
choice. This tells the ArrayList what type it is supposed to hold. Then the
grab( ) method uses Class BinType and RTTI to see if the Trash object
you’ve handed it matches the type it’s supposed to grab. Add Comment
Here is the new version of the program:
# c12:recycleb:RecycleB.py
# Containers that grab objects of interest.
def iterator(self):
return list.iterator()
class TbinList(ArrayList):
def sort(self, Trash t):
Iterator e = iterator() # Iterate over self
while(e.hasNext())
if(((Tbin)e.next()).grab(t)) return
# Need a Tbin for this type:
add(Tbin(t.getClass()))
sort(t) # Recursive call
class RecycleB(UnitTest):
Collection bin = ArrayList()
TbinList trashBins = TbinList()
def __init__(self):
ParseTrash.fillBin("../trash/Trash.dat",bin)
def test(self):
Iterator it = bin.iterator()
while(it.hasNext())
trashBins.sort((Trash)it.next())
Iterator e = trashBins.iterator()
while(e.hasNext()):
Tbin b = (Tbin)e.next()
Trash.sumValue(b.iterator())
Trash.sumValue(bin.iterator())
# :~
Tbin contains a Class reference type which establishes in the
constructor what what type it should grab. The grab() method checks this
type against the object you pass it. Note that in this design, grab() only
accepts Trash objects so you get compile-time type checking on the base
type, but you could also just accept Object and it would still work. Add
Comment
TbinList holds a set of Tbin references, so that sort( ) can iterate
through the Tbins when it’s looking for a match for the Trash object
you’ve handed it. If it doesn’t find a match, it creates a new Tbin for the
type that hasn’t been found, and makes a recursive call to itself – the next
time around, the new bin will be found. Add Comment
Notice the genericity of this code: it doesn’t change at all if new types are
added. If the bulk of your code doesn’t need changing when a new type is
added (or some other change occurs) then you have an easily extensible
system.Add Comment
Multiple dispatching
The above design is certainly satisfactory. Adding new types to the system
consists of adding or modifying distinct classes without causing code
changes to be propagated throughout the system. In addition, RTTI is not
“misused” as it was in RecycleA.py. However, it’s possible to go one step
further and take a purist viewpoint about RTTI and say that it should be
eliminated altogether from the operation of sorting the trash into bins.
Add Comment
To accomplish this, you must first take the perspective that all type-
dependent activities—such as detecting the type of a piece of trash and
putting it into the appropriate bin—should be controlled through
polymorphism and dynamic binding. Add Comment
The previous examples first sorted by type, then acted on sequences of
elements that were all of a particular type. But whenever you find yourself
picking out particular types, stop and think. The whole idea of
polymorphism (dynamically-bound method calls) is to handle type-
specific information for you. So why are you hunting for types? Add
Comment
The answer is something you probably don’t think about: Python
performs only single dispatching. That is, if you are performing an
operation on more than one object whose type is unknown, Python will
invoke the dynamic binding mechanism on only one of those types. This
doesn’t solve the problem, so you end up detecting some types manually
and effectively producing your own dynamic binding behavior. Add
Comment
The solution is called multiple dispatching, which means setting up a
configuration such that a single method call produces more than one
dynamic method call and thus determines more than one type in the
process. To get this effect, you need to work with more than one type
hierarchy: you’ll need a type hierarchy for each dispatch. The following
example works with two hierarchies: the existing Trash family and a
hierarchy of the types of trash bins that the trash will be placed into. This
second hierarchy isn’t always obvious and in this case it needed to be
created in order to produce multiple dispatching (in this case there will be
only two dispatches, which is referred to as double dispatching). Add
Comment
Implementing the double dispatch
Remember that polymorphism can occur only via method calls, so if you
want double dispatching to occur, there must be two method calls: one
used to determine the type within each hierarchy. In the Trash hierarchy
there will be a new method called addToBin( ), which takes an argument
of an array of TypedBin. It uses this array to step through and try to add
itself to the appropriate bin, and this is where you'll see the double
dispatch.
Trash
addToBin(TypedBin[])
TypedBin
add(Aluminum)
add(Paper)
add(Glass)
add(Cardboard)
The new hierarchy is TypedBin, and it contains its own method called
add( ) that is also used polymorphically. But here's an additional twist:
add( ) is overloaded to take arguments of the different types of trash. So
an essential part of the double dispatching scheme also involves
overloading.Redesigning the program produces a dilemma: it’s now
necessary for the base class Trash to contain an addToBin( ) method.
One approach is to copy all of the code and change the base class. Another
approach, which you can take when you don’t have control of the source
code, is to put the addToBin( ) method into an interface, leave Trash
alone, and inherit new specific types of Aluminum, Paper, Glass, and
Cardboard. This is the approach that will be taken here. Add Comment
Most of the classes in this design must be public, so they are placed in
their own files. Here’s the interface: Add Comment
# c12:doubledispatch:TypedBinMember.py
# An class for adding the double
# dispatching method to the trash hierarchy
# without modifying the original hierarchy.
class TypedBinMember:
# The method:
boolean addToBin(TypedBin[] tb)
# :~
In each particular subtype of Aluminum, Paper, Glass, and
Cardboard, the addToBin( ) method in the interface
TypedBinMember is implemented, but it looks like the code is exactly
the same in each case: Add Comment
# c12:doubledispatch:DDAluminum.py
# Aluminum for double dispatching.
class DDAluminum(Aluminum)
implements TypedBinMember:
def __init__(self, double wt): .__init__(wt)
def addToBin(self, TypedBin[] tb):
for(int i = 0 i < tb.length i++)
if(tb[i].add(self))
return 1
return 0
# :~
# c12:doubledispatch:DDPaper.py
# Paper for double dispatching.
class DDPaper(Paper)
implements TypedBinMember:
def __init__(self, double wt): .__init__(wt)
def addToBin(self, TypedBin[] tb):
for(int i = 0 i < tb.length i++)
if(tb[i].add(self))
return 1
return 0
# :~
# c12:doubledispatch:DDGlass.py
# Glass for double dispatching.
class DDGlass(Glass)
implements TypedBinMember:
def __init__(self, double wt): .__init__(wt)
def addToBin(self, TypedBin[] tb):
for(int i = 0 i < tb.length i++)
if(tb[i].add(self))
return 1
return 0
# :~
# c12:doubledispatch:DDCardboard.py
# Cardboard for double dispatching.
class DDCardboard(Cardboard)
implements TypedBinMember:
def __init__(self, double wt): .__init__(wt)
def addToBin(self, TypedBin[] tb):
for(int i = 0 i < tb.length i++)
if(tb[i].add(self))
return 1
return 0
# :~
The code in each addToBin( ) calls add( ) for each TypedBin object in
the array. But notice the argument: this. The type of this is different for
each subclass of Trash, so the code is different. (Although this code will
benefit if a parameterized type mechanism is ever added to Java.) So this
is the first part of the double dispatch, because once you’re inside this
method you know you’re Aluminum, or Paper, etc. During the call to
add( ), this information is passed via the type of this. The compiler
resolves the call to the proper overloaded version of add( ). But since
tb[i] produces a reference to the base type TypedBin, this call will end
up calling a different method depending on the type of TypedBin that’s
currently selected. That is the second dispatch. Add Comment
Here’s the base class for TypedBin: Add Comment
# c12:doubledispatch:TypedBin.py
# A container for the second dispatch.
class TypedBin:
Collection c = ArrayList()
def addIt(self, Trash t):
c.add(t)
return 1
def iterator(self):
return c.iterator()
# :~
You can see that the overloaded add( ) methods all return false. If the
method is not overloaded in a derived class, it will continue to return
false, and the caller (addToBin( ), in this case) will assume that the
current Trash object has not been added successfully to a container, and
continue searching for the right container. Add Comment
In each of the subclasses of TypedBin, only one overloaded method is
overridden, according to the type of bin that’s being created. For example,
CardboardBin overrides add(DDCardboard). The overridden
method adds the trash object to its container and returns true, while all
the rest of the add( ) methods in CardboardBin continue to return
false, since they haven’t been overridden. This is another case in which a
parameterized type mechanism in Java would allow automatic generation
of code. (With C++ templates, you wouldn’t have to explicitly write the
subclasses or place the addToBin( ) method in Trash.) Add Comment
Since for this example the trash types have been customized and placed in
a different directory, you’ll need a different trash data file to make it work.
Here’s a possible DDTrash.dat: Add Comment
# c12:doubledispatch:DDTrash.dat
DDGlass:54
DDPaper:22
DDPaper:11
DDGlass:17
DDAluminum:89
DDPaper:88
DDAluminum:76
DDCardboard:96
DDAluminum:25
DDAluminum:34
DDGlass:11
DDGlass:68
DDGlass:43
DDAluminum:27
DDCardboard:44
DDAluminum:18
DDPaper:91
DDGlass:63
DDGlass:50
DDGlass:80
DDAluminum:81
DDCardboard:12
DDGlass:12
DDGlass:54
DDAluminum:36
DDAluminum:93
DDGlass:93
DDPaper:80
DDGlass:36
DDGlass:12
DDGlass:60
DDPaper:66
DDAluminum:36
DDCardboard:22
# :~
Here’s the rest of the program: Add Comment
# c12:doubledispatch:DoubleDispatch.py
# Using multiple dispatching to handle more
# than one unknown type during a method call.
class AluminumBin(TypedBin):
def add(self, DDAluminum a):
return addIt(a)
class PaperBin(TypedBin):
def add(self, DDPaper a):
return addIt(a)
class GlassBin(TypedBin):
def add(self, DDGlass a):
return addIt(a)
class CardboardBin(TypedBin):
def add(self, DDCardboard a):
return addIt(a)
class TrashBinSet:
private TypedBin[] binSet =:
AluminumBin(),
PaperBin(),
GlassBin(),
CardboardBin()
class DoubleDispatch(UnitTest):
Collection bin = ArrayList()
TrashBinSet bins = TrashBinSet()
def __init__(self):
# ParseTrash still works, without changes:
ParseTrash.fillBin("DDTrash.dat", bin)
def test(self):
# Sort from the master bin into
# the individually-typed bins:
bins.sortIntoBins(bin)
TypedBin[] tb = bins.binSet()
# Perform sumValue for each bin...
for(int i = 0 i < tb.length i++)
Trash.sumValue(tb[i].c.iterator())
# ... and for the master bin
Trash.sumValue(bin.iterator())
# :~
TrashBinSet encapsulates all of the different types of TypedBins, along
with the sortIntoBins( ) method, which is where all the double
dispatching takes place. You can see that once the structure is set up,
sorting into the various TypedBins is remarkably easy. In addition, the
efficiency of two dynamic method calls is probably better than any other
way you could sort. Add Comment
Notice the ease of use of this system in main( ), as well as the complete
independence of any specific type information within main( ). All other
methods that talk only to the Trash base-class interface will be equally
invulnerable to changes in Trash types. Add Comment
The changes necessary to add a new type are relatively isolated: you
modify TypedBin, inherit the new type of Trash with its addToBin( )
method, then inherit a new TypedBin (this is really just a copy and
simple edit), and finally add a new type into the aggregate initialization for
TrashBinSet. Add Comment
accept(Visitor)
Visitor
visit(Aluminum)
visit(Paper)
visit(Glass)
visit(Aluminum) { visit(Aluminum) {
// Perform Aluminum- // Perform Aluminum-
// specific work // specific work
} }
visit(Paper) { visit(Paper) {
// Perform Paper- // Perform Paper-
// specific work // specific work
} }
visit(Glass) { visit(Glass) {
// Perform Glass- // Perform Glass-
// specific work // specific work
} }
class Visitable:
# The method:
def accept(self, Visitor v)
# :~
Since there’s nothing concrete in the Visitor base class, it can be created
as an interface: Add Comment
# c12:trashvisitor:Visitor.py
# The base class for visitors.
class Visitor:
def visit(self, Aluminum a)
def visit(self, Paper p)
def visit(self, Glass g)
def visit(self, Cardboard c)
# :~
A Reflective Decorator
At this point, you could follow the same approach that was used for
double dispatching and create new subtypes of Aluminum, Paper,
Glass, and Cardboard that implement the accept( ) method. For
example, the new Visitable Aluminum would look like this: Add
Comment
# c12:trashvisitor:VAluminum.py
# Taking the previous approach of creating a
# specialized Aluminum for the visitor pattern.
class VAluminum(Aluminum)
implements Visitable:
def __init__(self, double wt): .__init__(wt)
def accept(self, Visitor v):
v.visit(self)
# :~
However, we seem to be encountering an “explosion of interfaces:” basic
Trash, special versions for double dispatching, and now more special
versions for visitor. Of course, this “explosion of interfaces” is arbitrary—
one could simply put the additional methods in the Trash class. If we
ignore that we can instead see an opportunity to use the Decorator
pattern: it seems like it should be possible to create a Decorator that can
be wrapped around an ordinary Trash object and will produce the same
interface as Trash and add the extra accept( ) method. In fact, it’s a
perfect example of the value of Decorator. Add Comment
The double dispatch creates a problem, however. Since it relies on
overloading of both accept( ) and visit( ), it would seem to require
specialized code for each different version of the accept( ) method. With
C++ templates, this would be fairly easy to accomplish (since templates
automatically generate type-specialized code) but Python has no such
mechanism—at least it does not appear to. However, reflection allows you
to determine type information at run time, and it turns out to solve many
problems that would seem to require templates (albeit not as simply).
Here’s the decorator that does the trick17: Add Comment
# c12:trashvisitor:VisitableDecorator.py
# A decorator that adapts the generic Trash
# classes to the visitor pattern.
class VisitableDecorator
extends Trash implements Visitable:
private Trash delegate
private Method dispatch
def __init__(self, Trash t):
delegate = t
try:
dispatch = Visitor.class.getMethod (
"visit", Class[]: t.getClass()
)
catch (Exception ex):
ex.printStackTrace()
def getValue(self):
return delegate.getValue()
def getWeight(self):
return delegate.getWeight()
# :~
[[ Description of Reflection use ]] Add Comment
The only other tool we need is a new type of Fillable adapter that
automatically decorates the objects as they are being created from the
original Trash.dat file. But this might as well be a decorator itself,
decorating any kind of Fillable: Add Comment
17This was a solution created by Jaroslav Tulach in a design patterns class that I
gave in Prague.
# c12:trashvisitor:FillableVisitor.py
# Adapter Decorator that adds the visitable
# decorator as the Trash objects are
# being created.
class FillableVisitor
implements Fillable:
private Fillable f
def __init__(self, Fillable ff): f = ff
def addTrash(self, Trash t):
f.addTrash(VisitableDecorator(t))
# :~
Now you can wrap it around any kind of existing Fillable, or any new
ones that haven’t yet been created. Add Comment
The rest of the program creates specific Visitor types and sends them
through a single list of Trash objects: Add Comment
# c12:trashvisitor:TrashVisitor.py
# The "visitor" pattern with VisitableDecorators.
def total(self):
print (
"Total Aluminum: $" + alSum +
"\n Total Paper: $" + pSum +
"\nTotal Glass: $" + gSum +
"\nTotal Cardboard: $" + cSum +
"\nTotal: $" +
(alSum + pSum + gSum + cSum))
class WeightVisitor(Visitor):
private double alSum # Aluminum
private double pSum # Paper
private double gSum # Glass
private double cSum # Cardboard
def visit(self, Aluminum al):
alSum += al.getWeight()
print ("weight of Aluminum = "
+ al.getWeight())
def total(self):
print (
"Total weight Aluminum: " + alSum +
"\nTotal weight Paper: " + pSum +
"\nTotal weight Glass: " + gSum +
"\nTotal weight Cardboard: " + cSum +
"\nTotal weight: " +
(alSum + pSum + gSum + cSum))
class TrashVisitor(UnitTest):
Collection bin = ArrayList()
PriceVisitor pv = PriceVisitor()
WeightVisitor wv = WeightVisitor()
def __init__(self):
ParseTrash.fillBin("../trash/Trash.dat",
FillableVisitor(
FillableCollection(bin)))
def test(self):
Iterator it = bin.iterator()
while(it.hasNext()):
Visitable v = (Visitable)it.next()
v.accept(pv)
v.accept(wv)
pv.total()
wv.total()
# :~
In Test( ), note how visitability is added by simply creating a different
kind of bin using the decorator. Also notice that the FillableCollection
adapter has the appearance of being used as a decorator (for ArrayList)
in this situation. However, it completely changes the interface of the
ArrayList, whereas the definition of Decorator is that the interface of the
decorated class must still be there after decoration. Add Comment
Note that the shape of the client code (shown in the Test class) has
changed again, from the original approaches to the problem. Now there’s
only a single Trash bin. The two Visitor objects are accepted into every
element in the sequence, and they perform their operations. The visitors
keep their own internal data to tally the total weights and prices. Add
Comment
Finally, there’s no run time type identification other than the inevitable
cast to Trash when pulling things out of the sequence. This, too, could be
eliminated with the implementation of parameterized types in Java. Add
Comment
One way you can distinguish this solution from the double dispatching
solution described previously is to note that, in the double dispatching
solution, only one of the overloaded methods, add( ), was overridden
when each subclass was created, while here each one of the overloaded
visit( ) methods is overridden in every subclass of Visitor. Add
Comment
More coupling?
There’s a lot more code here, and there’s definite coupling between the
Trash hierarchy and the Visitor hierarchy. However, there’s also high
cohesion within the respective sets of classes: they each do only one thing
(Trash describes Trash, while Visitor describes actions performed on
Trash), which is an indicator of a good design. Of course, in this case it
works well only if you’re adding new Visitors, but it gets in the way when
you add new types of Trash. Add Comment
Low coupling between classes and high cohesion within a class is
definitely an important design goal. Applied mindlessly, though, it can
prevent you from achieving a more elegant design. It seems that some
classes inevitably have a certain intimacy with each other. These often
occur in pairs that could perhaps be called couplets; for example,
containers and iterators. The Trash-Visitor pair above appears to be
another such couplet. Add Comment
def keys(self):
return t.keySet().iterator()
class DynaTrash(UnitTest):
TypeMap bin = TypeMap()
def __init__(self):
ParseTrash.fillBin("../trash/Trash.dat",
TypeMapAdapter(bin))
def test(self):
Iterator keys = bin.keys()
while(keys.hasNext())
Trash.sumValue(
bin.get((Class)keys.next()).iterator())
# :~
Although powerful, the definition for TypeMap is simple. It contains a
HashMap, and the add( ) method does most of the work. When you
add( ) a new object, the reference for the Class object for that type is
extracted. This is used as a key to determine whether an ArrayList
holding objects of that type is already present in the HashMap. If so, that
ArrayList is extracted and the object is added to the ArrayList. If not,
the Class object and a new ArrayList are added as a key-value pair. Add
Comment
You can get an Iterator of all the Class objects from keys( ), and use
each Class object to fetch the corresponding ArrayList with get( ). And
that’s all there is to it. Add Comment
The filler( ) method is interesting because it takes advantage of the
design of ParseTrash.fillBin( ), which doesn’t just try to fill an
ArrayList but instead anything that implements the Fillable interface
with its addTrash( ) method. All filler( ) needs to do is to return a
reference to an interface that implements Fillable, and then this
reference can be used as an argument to fillBin( ) like this: Add
Comment
ParseTrash.fillBin("Trash.dat", bin.filler())
To produce this reference, an anonymous inner class (described in
Chapter 8 of Thinking in Java, 2nd edition) is used. You never need a
named class to implement Fillable, you just need a reference to an object
of that class, thus this is an appropriate use of anonymous inner classes.
Add Comment
An interesting thing about this design is that even though it wasn’t created
to handle the sorting, fillBin( ) is performing a sort every time it inserts a
Trash object into bin. Add Comment
Much of class DynaTrash should be familiar from the previous
examples. This time, instead of placing the new Trash objects into a bin
of type ArrayList, the bin is of type TypeMap, so when the trash is
thrown into bin it’s immediately sorted by TypeMap’s internal sorting
mechanism. Stepping through the TypeMap and operating on each
individual ArrayList becomes a simple matter. Add Comment
As you can see, adding a new type to the system won’t affect this code at
all, and the code in TypeMap is completely independent. This is certainly
the smallest solution to the problem, and arguably the most elegant as
well. It does rely heavily on RTTI, but notice that each key-value pair in
the HashMap is looking for only one type. In addition, there’s no way
you can “forget” to add the proper code to this system when you add a new
type, since there isn’t any code you need to add. Add Comment
Summary
Coming up with a design such as TrashVisitor.py that contains a larger
amount of code than the earlier designs can seem at first to be
counterproductive. It pays to notice what you’re trying to accomplish with
various designs. Design patterns in general strive to separate the things
that change from the things that stay the same. The “things that change”
can refer to many different kinds of changes. Perhaps the change occurs
because the program is placed into a new environment or because
something in the current environment changes (this could be: “The user
wants to add a new shape to the diagram currently on the screen”). Or, as
in this case, the change could be the evolution of the code body. While
previous versions of the trash sorting example emphasized the addition of
new types of Trash to the system, TrashVisitor.py allows you to easily
add new functionality without disturbing the Trash hierarchy. There’s
more code in TrashVisitor.py, but adding new functionality to Visitor
is cheap. If this is something that happens a lot, then it’s worth the extra
effort and code to make it happen more easily. Add Comment
The discovery of the vector of change is no trivial matter; it’s not
something that an analyst can usually detect before the program sees its
initial design. The necessary information will probably not appear until
later phases in the project: sometimes only at the design or
implementation phases do you discover a deeper or more subtle need in
your system. In the case of adding new types (which was the focus of most
of the “recycle” examples) you might realize that you need a particular
inheritance hierarchy only when you are in the maintenance phase and
you begin extending the system! Add Comment
One of the most important things that you’ll learn by studying design
patterns seems to be an about-face from what has been promoted so far in
this book. That is: “OOP is all about polymorphism.” This statement can
produce the “two-year-old with a hammer” syndrome (everything looks
like a nail). Put another way, it’s hard enough to “get” polymorphism, and
once you do, you try to cast all your designs into that one particular mold.
Add Comment
What design patterns say is that OOP isn’t just about polymorphism. It’s
about “separating the things that change from the things that stay the
same.” Polymorphism is an especially important way to do this, and it
turns out to be helpful if the programming language directly supports
polymorphism (so you don’t have to wire it in yourself, which would tend
to make it prohibitively expensive). But design patterns in general show
other ways to accomplish the basic goal, and once your eyes have been
opened to this you will begin to search for more creative designs. Add
Comment
Since the Design Patterns book came out and made such an impact,
people have been searching for other patterns. You can expect to see more
of these appear as time goes on. Here are some sites recommended by Jim
Coplien, of C++ fame (http://www.bell-labs.com/~cope), who is one of
the main proponents of the patterns movement: Add Comment
http://st-www.cs.uiuc.edu/users/patterns
http://c2.com/cgi/wiki
http://c2.com/ppr
http://www.bell-labs.com/people/cope/Patterns/Process/index.html
http://www.bell-labs.com/cgi-user/OrgPatterns/OrgPatterns
http://st-www.cs.uiuc.edu/cgi-bin/wikic/wikic
http://www.cs.wustl.edu/~schmidt/patterns.html
http://www.espinc.com/patterns/overview.html
Also note there has been a yearly conference on design patterns, called
PLOP, that produces a published proceedings, the third of which came out
in late 1997 (all published by Addison-Wesley). Add Comment
Exercises
1. Add a class Plastic to TrashVisitor.py. Add Comment
13: Projects
This chapter has not had any significant translation yet.
A number of more challenging projects for you to solve.
[[Some of these may turn into examples in the book, and
so at some point might disappear from here]] Add Comment
class Maze(Canvas):
private Vector lines # a line is a char array
private int width = -1
private int height = -1
public static void main (String [] args)
throws IOException:
if (args.length < 1):
print “Enter filename“
System.exit(0)
Maze m = Maze()
m.load(args[0])
Frame f = Frame()
f.setSize(m.width*20, m.height*20)
f.add(m)
Rat r = Rat(m, 0, 0)
f.setVisible(1)
def __init__(self):
lines = Vector()
setBackground(Color.lightGray)
public void
load(String filename) throws IOException:
String currentLine = null
BufferedReader br = BufferedReader(
FileReader(filename))
for(currentLine = br.readLine()
currentLine != null
currentLine = br.readLine()) :
lines.addElement(currentLine.getBytes())
if(width < 0 ||
currentLine.getBytes().length > width)
width = currentLine.getBytes().length
height = len(lines)
br.close()
# :~
# c13:Rat.py
class Rat:
static int ratCount = 0
private Maze prison
private int vertDir = 0
private int horizDir = 0
private int x,y
private int myRatNo = 0
def __init__(self, Maze maze, int xStart, int
yStart):
myRatNo = ratCount++
print ("Rat no." + myRatNo +
" ready to scurry.")
prison = maze
x = xStart
y = yStart
prison.setXY(x,y, (byte)'R')
Thread():
def run(self){ scurry()
.start()
def scurry(self):
# Try and maintain direction if possible.
# Horizontal backward
boolean ratCanMove = 1
while(ratCanMove):
ratCanMove = 0
# South
if (prison.isEmptyXY(x, y + 1)):
vertDir = 1 horizDir = 0
ratCanMove = 1
# North
if (prison.isEmptyXY(x, y - 1))
if (ratCanMove)
Rat(prison, x, y-1)
# Rat can move already, so give
# this choice to the next rat.
else:
vertDir = -1 horizDir = 0
ratCanMove = 1
# West
if (prison.isEmptyXY(x-1, y))
if (ratCanMove)
Rat(prison, x-1, y)
# Rat can move already, so give
# this choice to the next rat.
else:
vertDir = 0 horizDir = -1
ratCanMove = 1
# East
if (prison.isEmptyXY(x+1, y))
if (ratCanMove)
Rat(prison, x+1, y)
# Rat can move already, so give
# this choice to the next rat.
else:
vertDir = 0 horizDir = 1
ratCanMove = 1
# :~
The maze initialization file: Add Comment
#:! c13:Amaze.txt
* ** * * ** *
*** * ******* * ****
*** ***
***** ********** *****
* * * * ** ** * * * ** *
* * * * ** * * * * **
* ** * **
* ** * ** * ** * **
*** * *** ***** * *** **
* * * * * *
* ** * * * ** * *
# :~
XML Decorator
Create a pair of decorators for I/O Readers and Writers that encode (for
the Writer decorator) and decode (for the reader decorator) XMLAdd
Comment