In this post we will learn how to identify design pattern before coding! Isn't it exciting? As you probabilly know, i'm addicted to design patterns. I've read a lot of good books and probabilly as you, my biggest problem was always the identification of cases/scenarios in which i could use them.
There are great books out there, but none of them explains in a simple way, how to identify it. Most of them says: "It depends on the usecase or it depends on the dev's expirience" In fact the expirience (years that you have been working on the software business) may help you identifying the right patterns to be used in some default scenarios, but can't we learn it a little bit faster? Do we have to wait years to get it done right?
Motivated by those questions, i've been trying to identify the patterns by the last mobile project i made. I was very surprised how simple it can be and how much better understandable, extensible and readable my end project was. All you need to do is to sketch it first. Really!!! That's all. Don't worry, we will see the whole process step by step. :-)
The Patterns
In this tutorial we will learn how i was able to identify a bunch of patterns before starting coding (Please note: In this tutorial i will not explain why a specific pattern is good or not. I will assume you know already design pattern and are interested in see how/when to apply it) In my project i was able to identify the following patterns:- Command Pattern
- State Pattern
- Adapter Pattern
- Null Object Pattern
- Singleton Pattern
- Observer Pattern (Listeners)
- Template Method Pattern
The Challange
Ok, let's get to an apparently simple, but real project. Imagine you have the following challange:You have 4 buttons on a toolbar on the bottom of your application. Every button starts its own animation when it is tapped (let's say it is moved upward to show its activity) and after its animation is done, a second animation starts. (let's say a column is slided out showing icons on it). Can you imagine it? something like this:
Sketch
The requirements
Ok, let's move on. Here are futher requirements:- Every animation has to be synchronized which means, if an animation is running, none of the other animations can be started, till it ends.
- After every transition (animation) we should have the possibility of excuting some actions if we need. (let's say play a sound or execute a desired action)
- Every button must be locked to each other. This means, if i press and hold one button, i can't fire another action by pressing anoter button.
- If we touch the screen and an animation is showing already, this animation will slide back and a defined dafault button will be selected. (will be moved a little bit upward)
How can i identify the patterns now?
Know that we have sketched the scenarios and have listed the requirements, how can we identify proper pattern to use in this case?Well, what i have done was to simple imagine the five buttons as a TV-Remote control and the animations as transition states on my screen. Doing that way it was almost impossible to not see the patterns. So i thought i had commands to start the animations (Command Pattern) and i thought i had states to represent any animation's transition. (State Pattern) - The key to this was the sketch i made. Imagine: Without it, it would be almost impossible to see it.
We should give the possibility to fire actions between states. And because this should be only possibilities, i can imagine scenarios in which there will be no actions also possible right? And here they are: NullState, NullAction and NullCommand. (Null Object Pattern)
Ok let's think further. As a requirement we must ensure singularity to any button. So i automatically see the picture of a lock, because there should be only one way to start actions. In that case we need a global accessible but unique flag to control that. (Synchronized Singleton Pattern)
And last but not least, as we will be dealing with a lot of action listeners and because of the button's synchronization, it would be necessary to implement a lot of individual Listeners for every button. If we do that way, we would end up with a bunch of duplicated code lines. For this reason we should implement an adapter of the TouchListener in which we place the lock logic in central unique place (Template Method Pattern), making it available for all buttons in the aplication. (Adapter Pattern). So i ended up with a simple but very usefull class diagram like that bellow which i used to define the app's architecture (structural part of it):
initial class diagram
Conclusion
In my opinion at least two things are indispensable in the process of figuring out what design pattern to apply:- a sketch
- as many requirements as available
Share your expirience
If you know other simple, practical ways on how to find out which design pattern to use, please feel free to contact me and share your thoughts. It would be great to se the usage of other pattern in practise. (real projects) like i did. That's all. hope you like it.😱👇 PROMOTIONAL DISCOUNT: BOOKS AND IPODS PRO 😱👇
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