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Design Pattern Abstractions and Abstract State Machines

Design Pattern Abstractions and Abstract State Machines
Design Pattern Abstractions and Abstract State Machines

Design Pattern Abstractions and Abstract State Machines

Egon B¨o rger

Universit`a di Pisa,Dipartimento di Informatica,I-56125Pisa,Italy boerger@di.unipi.it on sabbatical leave at SAP Research,Karlsruhe,Germany egon.boerger@https://www.doczj.com/doc/7316263000.html,

Abstract.As a?rst step towards de?ning high-level modeling patterns,which support the

general ASM re?nement technique,we model some standard object-oriented design patterns

from[12]by ASMs.

1Introduction

In this paper we model as Abstract State Machines(ASMs)some object-oriented design patterns, which have been introduced in[12]in the context of object-oriented programmming principles.We hope to trigger by this work some investigation of genuine modeling patterns,which are placed at a higher level of abstraction than object-oriented class structures and related programming structures.

We suppose the reader to have a rough understanding of ASMs or to believe in the accurate de?nability in terms of ASMs of his intuitive understanding of pseudo code,i.e.rules of the form if Condition then f(t1,...,t n):=t

All the rules of one machine are simultaneously executed.Besides standard abbreviations(like let)we use also the following notation to explicitly name forms of non-determinism: choose x withφ

rule

In addition we adopt the following notation,which goes together with the synchronous parallelism for the execution of ASM rules:

forall x withφdo

rule

Details can be found in the AsmBook[10].

Since their introduction in[12],the object-oriented design patterns have been widely adopted for reusable object-oriented software development.They are traditionally classi?ed by their pur-pose and by their scope,distinguishing structural patterns,which are concerned with the com-position of classes and objects,from creational patterns,which are concerned with the creation of objects at class instantiation,and from behavioral patterns which describe the interaction of classes and objects,characterizing the?ow of control,abstract forms of actions of objects and the communication and cooperation between classes and objects.Concerning the scope,class patterns are characterized as dealing with the static(compile-time relevant)composition of(sub)classes, expressible in terms of signature declarations via inheritance and accessibility or use relations, whereas object patterns have a dynamic character,dealing with the composition of run-time ob-jects.We illustrate in this paper how the notion of ASM(their abstract states and updates) together with the notion of ASM re?nements can be used to classify and precisely capture the abstractions which are incorporated into design pattern.

On the basis of their abstraction mechanism,patterns can be classi?ed into the following three groups(where we skip most patterns which are of syntactical nature and well-understandable in terms of mere signatures and associations of classes):

Parameterization of(sub)machines or operations by implicit arguments for the current class instance,in the ASM framework more generally for the current machine executing agent.As examples we discuss below some typical structural patterns,namely Bridge,Proxy,Objec-tAdapter and Decorator,and some behavioral patterns,namely Strategy and Visitor.Another related example is the so-called State pattern,where the parameterization is done by a state.

De?ne the skeleton of an algorithm in an operation,deferring some steps to subclasses.

Template Method lets subclasses rede?ne certain steps of an algorithm without changing the algorithm’s structure.

The structure for this pattern is characterized by two classes:

A subclass ConcreteClass(of AbstractClass),which stands for an individual‘MyApplication’

and implements the PrimitiveOperations‘to carry out subclass-speci?c steps of the algorithm’.

The ASM Method uses instead of this object-oriented subclassing and inheritance paradigm a more general and mathematically accurate re?nement concept(see[5]).One can de?ne an ASM using abstract operations(functions)or submachines(macros)which are then re?ned.The place where such re?nements are de?ned can be‘elsewhere’,i.e.it is not necessarily in a subclass of the machine where the abstract operation occurs.One may also introduce more than one re?nement of the same abstraction;this generalizes the case that abstractions are implemented‘in various ways’by multiple subclasses di?ering by variations of the implementations.

We now show examples to illustrate re?nements done‘elsewhere’(like in the Memento pattern) or‘in various ways’(like in the Iterator and Observer pattern).

The Memento pattern illustrates how an abstract operation for reasons of encapsulation is re?ned in a separate class.We read as intent in[12,pg.283]:

Without violating encapsulation,capture and externalize an object’s internal state so that the object can be restored to this state later.

In other words the goal of this patterns is to o?er abstract operations to record or retrieve the current state currState of one machine(the Originator class),which are re?ned by(read: encapsulated via operations of)another machine(the Memento class).More technically speaking the two classes are related as follows:

The class Originator comes with a location currState and abstract machines CreateMemento and SetMemento,which are implemented as follows via Memento operations to create or restore snapshots of its internal current state via a memento instance:

CreateMemento=return New Memento(currState)

=let m=New(Memento)in

m.SetState(currState)

Return m

SetMemento(memento)=(originatorState:=memento.GetState)

To achieve that Memento‘protects against access by objects other than the originator’,two interfaces are introduced by a third class,called Caretaker,which‘is reponsible for the memento’s safekeeping’and‘never operates on or examines the contents of a memento’.It‘sees a narrow interface to the Memento—it can only pass the memento to other objects.Originator,in contrast, sees a wide interface,one that lets it access all the data necessary to restore itself to its previous state.’[12,pg.285]These features belong to the pragmatic use conditions of the pattern and are therefore not formalized here.

For the sake of generality we have distinguished two locations to denote Originator states, namely currState(from where a state is recorded)and originatorState(where a previously recorded state is retrieved);an implementation may identify them.The operation m.SetState(state)is usu-ally implemented using an additional state location in Memento,say by m.mementoState:=state.

We rely here without further explanation upon an intuitive understanding of the value returning mechanism.A mathematical de?nition which supports this understanding within the synchronous parallelism of ASMs has been given in[8].

The Iterator pattern illustrates how an abstract operation can be re?ned in various ways, in particular to support polymorphic concepts.The goal here is to provide a uniform interface for multiple traversal of and access to components of di?erent structures without refering to the internal encoding:‘provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation’[12,pg.257].We see here an Iterator machine which‘de?nes an interface for accessing and traversing elements’.It comes with a location currItem and abstract submachines First,Next,IsDone,Previous,SkipTo(Condition).All of these abstract machines are to be re?ned in a variety of subclasses(submachines)ConcreteIterator,which‘implement the Iterator interface’and‘keep track of the current position in the traversal of the aggregate’.Each ConcreteIterator is associated to a subclass ConcreteAggregate which implements the Iterator creation interface;this interface is an abstract method CreateIterator of its abstract superclass Aggregate,‘to return an instance of the proper ConcreteIterator’.

No more constraints are imposed on these implementations.We therefore see that also in this pattern,the crucial role of the underlying concept of implementation is mathematically under-pinned and generalized by the ASM re?nement notion.A simpli?cation derives from the fact that the ASM framework,which?rst of all supports the modeling(speci?cation)activity in system design,does not impose any a priori de?ned type system.

The Observer pattern,sometimes also called Publish-Subscribe pattern,exploits the re?ne-ment mechanism to re?ect di?erent views between some observers(typically many)and one subject. The goal is to‘de?ne a one-to-many dependency between objects so that when one object changes state,all its dependents are noti?ed and updated automatically’[12,pg.293].The structure of the pattern participants is de?ned by two groups,each consisting of an abstract machine Subject respectively Observer together with implementing submachines.

The concrete machines ConcreteSubject are supposed to re?ne(implement)Subject from where they import each a location for the observers—a set of instances of Observer—which are currently known to the Subject.Each ConcreteSubject also imports the following three interfaces provided by Subject,with the indicated meaning to manipulate or notify1the set of observers(where we write o∈observers for the characteristic predicate of the set observers):

Attach(o)=(o∈observers):=true

Detach(o)=(o∈observers):=false

Notify=forall o∈observers o.Update

In addition to importing Subject,each machine ConcreteSubject has a subjectState location—intended to represent the state of interest to concrete observers—together with two submachines GetState and SetState(change)to manipulate subjectState as follows:

GetState=Return subjectState

SetState(change)=subjectState:=Modify(subjectState,change)

Each of the concrete machines ConcreteObserver re?nes the Update interface imported from the abstract machine Observer.Each ConcreteObserver comes with two locations:subject,denoting an instance of a class ConcreteSubject,and observerState,denoting the concrete observer’s view of the state of its subject.Each of these machines re?nes the imported Update interface to guarantee the following meaning:

Update=observerState:=self.View(subject.GetState)

The ConcreteObserver machines may di?er by their View function which is used to re?ne the Update interface for notifying an observer about changes in subject.

3Parameterization of machines

In this section we formalize patterns which use the parameterization of(sub)machines or opera-tions by implicit arguments,in particular for the current agent or the current class instance.The examples we discuss are the structural patterns Bridge,Proxy,ObjectAdapter,Decorator and the behavioral patterns Strategy and Visitor,which all use the parameterization by agents.In the State pattern one?nds a parameterization by states.

The Bridge pattern illustrates the parameterization of machines by agents(class instances) to‘decouple an abstraction from its implementation so that the two can vary independently’[12, pg.151].It also serves the goal to provide at run-time the possibility to choose between di?erent re?nements of abstract machines,instead of using the?xed binding of an implementation to its abstraction as realized by class inheritance only.The structure consists of two abstract machines Abstraction and Implementor,the second one serving for the implementation of the?rst one.The key property is that Abstraction is re?nable by subclasses Re?nedAbstraction independently from re?nements of the Implementor(see the remark below).

More speci?cally,Abstraction provides a high-level abstract interface Operation and a location imp,which serves as reference to an object(an instance)of type Implementor(read:the currently chosen delegator).

The machine Abstraction is intended to be re?nable by subclasses Re?nedAbstraction to‘ex-tend the interface de?ned by Abstraction’,independently from re?nements of its Implementor, the abstract machine which provides an implementation interface OperationImp to be re?ned in machines ConcreteImplementor as follows:

Operation=imp.OperationImp

This realizes the intended forwarding of client requests of Operation to the current implementor imp.Since OperationImp can be implemented by di?erent subclasses ConcreteImplementor,using this pattern one obtains that via updates of the implicitly given delegator imp,di?erent implemen-tations of a?xed interface become run-time con?gurable and run-time assignable.In particular, the interface OperationImp for implementation classes‘doesn’t have to correspond exactly to Ab-straction’s interface;in fact the two interfaces can be quite di?erent.Typically the Implementor interface provides only primitive operations,and Abstraction de?nes higher-level operations based on these primitives’[12,pg.154].The combination of multiple imp-addressable ConcreteImple-mentor s with independent re?nements Re?nedAbstraction of Abstraction has purely pragmatic reasons and has no formal counterpart.The o?cial explanation reads:‘both the abstractions and their implementations should be extensible by subclassing.In this case,the Bridge pattern lets you combine the di?erent abstractions and implementations and extend them independently.’[12, pg.153]

The Proxy pattern is intended to‘provide a surrogate or placeholder for another object to control access to it’[12,pg.207].The structure is de?ned by the following three groups of machines: subclasses RealSubject of Subject,

to impose the corresponding constraint on realSubject.Similarly one can extend the formalization to cover a virtual proxy which caches realSubject information so that its access can be postponed. Analogously for protection proxies which check the caller’s permission to access Request.

The Object Adapter pattern aims at supporting that‘clients call operations on an Adapter instance.In turn,the adapter calls Adaptee operations that carry out the request’[12,pg.141]. The structure to realize this pattern is given by three machines:

a machine Adaptee,which provides(an implementation of)a machine interface Speci?cRequest

‘that needs adapting’to serve as implementation of Request,

The main machine Component provides a high-level submachine Operation representing an interface that is subject to get extended by added behavior,‘the interface for objects that can have responsibilites added to them dynamically’.

The subclass Decorator of Component provides a location component,to address the given be-havior of Operation as described below,and comes with possible subclasses ConcreteDecorator to add new behavior to calls of Operation,as described below.

Decorator‘maintains a reference to a Component object’using a location component,de?ned as instance of Component.It serves to refer to the given subclass-de?ned behavior of Operation by implicit parameterization as follows(i.e.Decorator‘de?nes an interface that conforms to Compo-nent’s interface’):

Operation=component.Operation

The added behavior is represented by any of the subclasses ConcreteDecorator which re?ne Operation by adding to it new submachines AddedBehavior as follows:

self.Operation=

component.Operation

self.AddedBehavior

The Strategy pattern serves to make a variety of di?erent implementations interchangeable at run-time:‘De?ne a family of algorithms,encapsulate each one,and make them interchangeable. Strategy les the algorithm vary independently from clients that use it.’[12,pg.315]The structure of this pattern is given by two machines Strategy and Context,where Strategy comes with intendently multiple subclasses ConcreteStrategy.

Each member of a family of speci?c machines(read:algorithms),formally subclasses Con-creteStrategy of Strategy,de?nes an implementation for the common interface AlgorithmInter-face declared in Strategy.

Element comes with subclasses ConcreteElement whose elements are to be operated on by some operations de?ned in the subclass and triggered by‘accepting’a corresponding‘visitor’. For this purpose the machine Element provides an abstract machine(interface)Accept(visitor) which is re?ned in ConcreteElement to visit(read:trigger the operation on)concrete elements.

In this way in case a new operation has to be de?ned on Element,one can do this‘simply by adding a new visitor’which will trigger the new operation upon acceptance of the visitor.Techni-cally speaking this means to de?ne a new Visitor submachine ConcreteVisitor,which implements each VisitConcreteElement interface(one for each Element subclass ConcreteElement)in the desired new manner.As a result there is no need to change the given structure of subclasses Con-creteElement of Element because every ConcreteVisitor instance,created by a client that uses the pattern,will have to‘traverse the object structure,visiting each element with the visitor’[12, pg.335].

The intention of the State pattern is to‘allow an object to alter its behavior when its internal state changes.The object will appear to change its class’[12,pg.305].The structure of the pattern is de?ned by two machines State and Context with the following locations and submachines: The machine Context provides an abstract Request machine,which represents‘the interface of interest to clients’,together with a location currstate that represents an instance of a subclass ConcreteState of State,the one‘that de?nes the current state’of Context.Each client Request triggers a concrete Handle r implementation that depends on the currstate.This is expressed by the following stipulation:

Request=currstate.Handle

This equation realizes the pattern requirement that the‘context delegates state-speci?c requests to the current ConcreteState object’.The further requirement that‘a context may pass itself as an argument to the State object handling the request.This lets the State object access the context if necessary’[12,pg.306]comes up to an corresponding parameterization of currstate. Remark.The equations for the parameterization have the same form in di?erent patterns,for example in Adapter,Bridge,Decorator,Strategy,State.In fact the underlying semantical meaning of the parameterization(namely the implicit instantiation of a machine)is the same;what di?ers is the use which is made of this re?nement,as determined by the di?erent class(read:submachine) structures re?ecting the di?erent goals of the involved patterns.

4Run-time association of agents to actions

In this section we illustrate how patterns in[12]use the run-time association of agents to actions. We distinguish the non-deterministic case,where one gets a Set of Responsibility pattern,from the deterministic case for which we formalize Chain of Responsibility(with prede?ned automatic set traversal)and Command(with association order de?ned by the client).

The declared goal of the Chain of Responsibility pattern is to

avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request.[12,pg.223]

e.g.when a static or an a priori speci?cation of the association is impossible.The structure of the pattern re?ects this purpose:it consists of a machine AbstractHandler with submachines ConcreteHandler de?ned as follows:

Every ConcreteHandler re?nes HandleRequest by associating any request m to an agent which is chosen out of a set of given implementations that can handle m.

The question now is how this agent is chosen.A non-deterministic choice leads to what one could call Set of Responsibility pattern,formalized by the following re?nement of HandleRequest:

HandleRequest(m)=choose a∈CanHandle(m)

a.m

where the set CanHandle(m)ranges over the appropriate instances of the given set of subclasses that implement HandleRequest and are available for the given m.The set of these instances is typically dynamic.

In the Chain of Responsibility pattern the idea is that there should be no choice of the responsible agents,but that‘the handler should be ascertained automatically’so that one has to ‘chain the receiving objects and pass the request along the chain until an object handles it’.For this purpose every ConcreteHandler(or alternatively the common superclass AbstractHandler)is required to also provide a successor location which is used to implement HandleRequest as follows: HandleRequest(self,m)=if CanHandle(m)

then self.m

else HandleRequest(self.successor,m)

However,to ascertain the handler automatically,it remains nevertheless to specify the initial agent self and a termination criterion for passing HandleRequest along the successor chain.It also remains to specify whether the function successor is static or dynamic.

The declared goal of the Command pattern is to“encapsulate a request as an object”and to “support undoable operations”.To achieve this the class Command provides an abstract Execute machine which is to be implemented by a subclass ConcreteCommand,one for each implementation of a concrete command.ConcreteCommand re?nes Execute by associating a(Receiver instance) receiver to an interface Action in Receiver where the command is implemented.The intention is that clients create a ConcreteCommand instance,thereby specifying an instance of Receiver where the Action is de?ned.Additionally ConcreteCommand provides a machine to Store a state for undoing of operations.This is formalized by the following re?nement:

Execute(self)=if Doable(self.receiver.Action(self.receiver))then

self.receiver.Action(self.receiver)

Store self.state

As a result,using this pattern one can parameterize clients with multiple requests.

5Conclusion

We have illustrated how the design pattern abstractions,which have been introduced in the con-text of object-oriented programming,can be naturally captured by ASMs.This can be seen as a ?rst step towards turning these patterns into class libraries,as advocated by B.Meyer(personal communication,Z¨u rich,December2004).However,this exercise leaves many interesting questions open.The descriptions given here are oo-programming-centric,direct formalizations of the seman-tical(mostly behavioral)aspects of the patterns de?ned in[12].It remains to investigate whether interesting high-level modeling patterns can be de?ned(read:genuine ASM re?nement patterns which support the general ASM re?nement concept described in[5]),furthermore in such a way that they yield abstract information for the designer that the traditional class-oriented design patterns do not provide.It also remains to be analyzed whether the ASM pattern description method presented here can be applied also to more complex composite patterns,like Enterprise Computing Patterns[11]or J2EE Core Patterns[1],and whether the structure of such patterns can be de?ned in terms of simple basic patterns.This is related to the still widely open question what are appropriate ASM composition techniques to build complex machines out of components by veri?cation-supported construction schemes,linking architectural and component level system views.Some general techniques are formulated in[6].It would also be interesting to know whether such ASM pattern descriptions can help to distinguish useful pattern combinations from less useful ones,etc.

Acknowledgement.This is to thank W.Zimmermann and A.Cavarra(for explanations of some design pattern features)and M.Altenhofen(for a critical discussion of two draft versions of this paper,during which he also asked the questions stated in the Conclusion).Thanks also to B.Meyer for having triggered this paper by attracting my interest in his course at the ETH Z¨u rich on Trusted Components:Reuse,Contracts and Patterns(winter term2004/05,see http: //se.inf.ethz.ch/teaching/ws2004/0239/slides/AsmMethZh04.PDF).A?nal version of this paper will appear as part of the D.R¨o dding Gedenkschrift paper[7].

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艺术与设计 英文简介design and art

Design and art Design is often viewed as a more rigorous form of art, or art with a clearly defined purpose. The distinction is usually made when someone other than the artist is defining the purpose. In graphic arts the distinction is often made between fine art and commercial art. Applied art and decorative arts are other terms, the latter mostly used for objects from the past. In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and industrial design. Today the term design is widely associated with modern industrial product design as initiated by Raymond Loewy and teachings at the Bauhaus and Ulm School of Design (HfG Ulm) in Germany during the 20th Century. Design implies a conscious effort to create something that is both functional and aesthetically pleasing. For example, a graphic artist may design an advertisement poster. This person's job is to communicate the advertisement message (functional aspect) and to make it look good (aesthetically pleasing). The distinction between pure and applied arts is not completely clear, but one may consider Jackson Pollock's (often criticized as "splatter") paintings as an example of pure art. One may assume his art does not convey a message based on the obvious differences between an advertisement poster and the mere possibility of an abstract message of a Jackson Pollock painting. One may speculate that Pollock, when painting, worked more intuitively than would a graphic artist, when consciously designing a poster. However, Mark Getlein suggests the principles of design are "almost instinctive", "built-in", "natural", and part of "our sense of 'rightness'." Pollock, as a trained artist, may have utilized design whether conscious or not. Design and engineering Engineering is often viewed as a more rigorous form of design. Contrary views suggest that design is a component of engineering aside from production and other operations which utilize engineering. A neutral view may suggest that design and engineering simply overlap, depending on the discipline of design. The American Heritage Dictionary defines design as: "To conceive or fashion in the mind; invent," and "To formulate a plan", and defines engineering as: "The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems.". Both are forms of problem-solving with a defined distinction being the application of "scientific and mathematical principles".

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