├── .github ├── FUNDING.yml └── banner.svg └── readme.md /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: [kamranahmedse] 4 | -------------------------------------------------------------------------------- /.github/banner.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 1 |
2 |

3 | 4 |

5 | 6 | *** 7 | 8 |

9 | 🎉 Ultra-simplified explanation to design patterns! 🎉 10 |

11 |

12 | A topic that can easily make anyone's mind wobble. Here I try to make them stick in to your
mind (and maybe mine) by explaining them in the simplest way possible. 13 |

14 | 15 | *** 16 | 17 | Check out my [other project](http://roadmap.sh) and say "hi" on [Twitter](https://twitter.com/kamrify). 18 | 19 |
20 | 21 | |[Creational Design Patterns](#creational-design-patterns)|[Structural Design Patterns](#structural-design-patterns)|[Behavioral Design Patterns](#behavioral-design-patterns)| 22 | |:-|:-|:-| 23 | |[Simple Factory](#-simple-factory)|[Adapter](#-adapter)|[Chain of Responsibility](#-chain-of-responsibility)| 24 | |[Factory Method](#-factory-method)|[Bridge](#-bridge)|[Command](#-command)| 25 | |[Abstract Factory](#-abstract-factory)|[Composite](#-composite)|[Iterator](#-iterator)| 26 | |[Builder](#-builder)|[Decorator](#-decorator)|[Mediator](#-mediator)| 27 | |[Prototype](#-prototype)|[Facade](#-facade)|[Memento](#-memento)| 28 | |[Singleton](#-singleton)|[Flyweight](#-flyweight)|[Observer](#-observer)| 29 | ||[Proxy](#-proxy)|[Visitor](#-visitor)| 30 | |||[Strategy](#-strategy)| 31 | |||[State](#-state)| 32 | |||[Template Method](#-template-method)| 33 | 34 |
35 | 36 | Introduction 37 | ================= 38 | 39 | Design patterns are solutions to recurring problems; **guidelines on how to tackle certain problems**. They are not classes, packages or libraries that you can plug into your application and wait for the magic to happen. These are, rather, guidelines on how to tackle certain problems in certain situations. 40 | 41 | > Design patterns are solutions to recurring problems; guidelines on how to tackle certain problems 42 | 43 | Wikipedia describes them as 44 | 45 | > In software engineering, a software design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. 46 | 47 | ⚠️ Be Careful 48 | ----------------- 49 | - Design patterns are not a silver bullet to all your problems. 50 | - Do not try to force them; bad things are supposed to happen, if done so. 51 | - Keep in mind that design patterns are solutions **to** problems, not solutions **finding** problems; so don't overthink. 52 | - If used in a correct place in a correct manner, they can prove to be a savior; or else they can result in a horrible mess of a code. 53 | 54 | > Also note that the code samples below are in PHP-7, however this shouldn't stop you because the concepts are same anyways. 55 | 56 | Types of Design Patterns 57 | ----------------- 58 | 59 | * [Creational](#creational-design-patterns) 60 | * [Structural](#structural-design-patterns) 61 | * [Behavioral](#behavioral-design-patterns) 62 | 63 | Creational Design Patterns 64 | ========================== 65 | 66 | In plain words 67 | > Creational patterns are focused towards how to instantiate an object or group of related objects. 68 | 69 | Wikipedia says 70 | > In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to the design. Creational design patterns solve this problem by somehow controlling this object creation. 71 | 72 | * [Simple Factory](#-simple-factory) 73 | * [Factory Method](#-factory-method) 74 | * [Abstract Factory](#-abstract-factory) 75 | * [Builder](#-builder) 76 | * [Prototype](#-prototype) 77 | * [Singleton](#-singleton) 78 | 79 | 🏠 Simple Factory 80 | -------------- 81 | Real world example 82 | > Consider, you are building a house and you need doors. You can either put on your carpenter clothes, bring some wood, glue, nails and all the tools required to build the door and start building it in your house or you can simply call the factory and get the built door delivered to you so that you don't need to learn anything about the door making or to deal with the mess that comes with making it. 83 | 84 | In plain words 85 | > Simple factory simply generates an instance for client without exposing any instantiation logic to the client 86 | 87 | Wikipedia says 88 | > In object-oriented programming (OOP), a factory is an object for creating other objects – formally a factory is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be "new". 89 | 90 | **Programmatic Example** 91 | 92 | First of all we have a door interface and the implementation 93 | ```php 94 | interface Door 95 | { 96 | public function getWidth(): float; 97 | public function getHeight(): float; 98 | } 99 | 100 | class WoodenDoor implements Door 101 | { 102 | protected $width; 103 | protected $height; 104 | 105 | public function __construct(float $width, float $height) 106 | { 107 | $this->width = $width; 108 | $this->height = $height; 109 | } 110 | 111 | public function getWidth(): float 112 | { 113 | return $this->width; 114 | } 115 | 116 | public function getHeight(): float 117 | { 118 | return $this->height; 119 | } 120 | } 121 | ``` 122 | Then we have our door factory that makes the door and returns it 123 | ```php 124 | class DoorFactory 125 | { 126 | public static function makeDoor($width, $height): Door 127 | { 128 | return new WoodenDoor($width, $height); 129 | } 130 | } 131 | ``` 132 | And then it can be used as 133 | ```php 134 | // Make me a door of 100x200 135 | $door = DoorFactory::makeDoor(100, 200); 136 | 137 | echo 'Width: ' . $door->getWidth(); 138 | echo 'Height: ' . $door->getHeight(); 139 | 140 | // Make me a door of 50x100 141 | $door2 = DoorFactory::makeDoor(50, 100); 142 | ``` 143 | 144 | **When to Use?** 145 | 146 | When creating an object is not just a few assignments and involves some logic, it makes sense to put it in a dedicated factory instead of repeating the same code everywhere. 147 | 148 | 🏭 Factory Method 149 | -------------- 150 | 151 | Real world example 152 | > Consider the case of a hiring manager. It is impossible for one person to interview for each of the positions. Based on the job opening, she has to decide and delegate the interview steps to different people. 153 | 154 | In plain words 155 | > It provides a way to delegate the instantiation logic to child classes. 156 | 157 | Wikipedia says 158 | > In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling a factory method—either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes—rather than by calling a constructor. 159 | 160 | **Programmatic Example** 161 | 162 | Taking our hiring manager example above. First of all we have an interviewer interface and some implementations for it 163 | 164 | ```php 165 | interface Interviewer 166 | { 167 | public function askQuestions(); 168 | } 169 | 170 | class Developer implements Interviewer 171 | { 172 | public function askQuestions() 173 | { 174 | echo 'Asking about design patterns!'; 175 | } 176 | } 177 | 178 | class CommunityExecutive implements Interviewer 179 | { 180 | public function askQuestions() 181 | { 182 | echo 'Asking about community building'; 183 | } 184 | } 185 | ``` 186 | 187 | Now let us create our `HiringManager` 188 | 189 | ```php 190 | abstract class HiringManager 191 | { 192 | 193 | // Factory method 194 | abstract protected function makeInterviewer(): Interviewer; 195 | 196 | public function takeInterview() 197 | { 198 | $interviewer = $this->makeInterviewer(); 199 | $interviewer->askQuestions(); 200 | } 201 | } 202 | 203 | ``` 204 | Now any child can extend it and provide the required interviewer 205 | ```php 206 | class DevelopmentManager extends HiringManager 207 | { 208 | protected function makeInterviewer(): Interviewer 209 | { 210 | return new Developer(); 211 | } 212 | } 213 | 214 | class MarketingManager extends HiringManager 215 | { 216 | protected function makeInterviewer(): Interviewer 217 | { 218 | return new CommunityExecutive(); 219 | } 220 | } 221 | ``` 222 | and then it can be used as 223 | 224 | ```php 225 | $devManager = new DevelopmentManager(); 226 | $devManager->takeInterview(); // Output: Asking about design patterns 227 | 228 | $marketingManager = new MarketingManager(); 229 | $marketingManager->takeInterview(); // Output: Asking about community building. 230 | ``` 231 | 232 | **When to use?** 233 | 234 | Useful when there is some generic processing in a class but the required sub-class is dynamically decided at runtime. Or putting it in other words, when the client doesn't know what exact sub-class it might need. 235 | 236 | 🔨 Abstract Factory 237 | ---------------- 238 | 239 | Real world example 240 | > Extending our door example from Simple Factory. Based on your needs you might get a wooden door from a wooden door shop, iron door from an iron shop or a PVC door from the relevant shop. Plus you might need a guy with different kind of specialities to fit the door, for example a carpenter for wooden door, welder for iron door etc. As you can see there is a dependency between the doors now, wooden door needs carpenter, iron door needs a welder etc. 241 | 242 | In plain words 243 | > A factory of factories; a factory that groups the individual but related/dependent factories together without specifying their concrete classes. 244 | 245 | Wikipedia says 246 | > The abstract factory pattern provides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes 247 | 248 | **Programmatic Example** 249 | 250 | Translating the door example above. First of all we have our `Door` interface and some implementation for it 251 | 252 | ```php 253 | interface Door 254 | { 255 | public function getDescription(); 256 | } 257 | 258 | class WoodenDoor implements Door 259 | { 260 | public function getDescription() 261 | { 262 | echo 'I am a wooden door'; 263 | } 264 | } 265 | 266 | class IronDoor implements Door 267 | { 268 | public function getDescription() 269 | { 270 | echo 'I am an iron door'; 271 | } 272 | } 273 | ``` 274 | Then we have some fitting experts for each door type 275 | 276 | ```php 277 | interface DoorFittingExpert 278 | { 279 | public function getDescription(); 280 | } 281 | 282 | class Welder implements DoorFittingExpert 283 | { 284 | public function getDescription() 285 | { 286 | echo 'I can only fit iron doors'; 287 | } 288 | } 289 | 290 | class Carpenter implements DoorFittingExpert 291 | { 292 | public function getDescription() 293 | { 294 | echo 'I can only fit wooden doors'; 295 | } 296 | } 297 | ``` 298 | 299 | Now we have our abstract factory that would let us make family of related objects i.e. wooden door factory would create a wooden door and wooden door fitting expert and iron door factory would create an iron door and iron door fitting expert 300 | ```php 301 | interface DoorFactory 302 | { 303 | public function makeDoor(): Door; 304 | public function makeFittingExpert(): DoorFittingExpert; 305 | } 306 | 307 | // Wooden factory to return carpenter and wooden door 308 | class WoodenDoorFactory implements DoorFactory 309 | { 310 | public function makeDoor(): Door 311 | { 312 | return new WoodenDoor(); 313 | } 314 | 315 | public function makeFittingExpert(): DoorFittingExpert 316 | { 317 | return new Carpenter(); 318 | } 319 | } 320 | 321 | // Iron door factory to get iron door and the relevant fitting expert 322 | class IronDoorFactory implements DoorFactory 323 | { 324 | public function makeDoor(): Door 325 | { 326 | return new IronDoor(); 327 | } 328 | 329 | public function makeFittingExpert(): DoorFittingExpert 330 | { 331 | return new Welder(); 332 | } 333 | } 334 | ``` 335 | And then it can be used as 336 | ```php 337 | $woodenFactory = new WoodenDoorFactory(); 338 | 339 | $door = $woodenFactory->makeDoor(); 340 | $expert = $woodenFactory->makeFittingExpert(); 341 | 342 | $door->getDescription(); // Output: I am a wooden door 343 | $expert->getDescription(); // Output: I can only fit wooden doors 344 | 345 | // Same for Iron Factory 346 | $ironFactory = new IronDoorFactory(); 347 | 348 | $door = $ironFactory->makeDoor(); 349 | $expert = $ironFactory->makeFittingExpert(); 350 | 351 | $door->getDescription(); // Output: I am an iron door 352 | $expert->getDescription(); // Output: I can only fit iron doors 353 | ``` 354 | 355 | As you can see the wooden door factory has encapsulated the `carpenter` and the `wooden door` also iron door factory has encapsulated the `iron door` and `welder`. And thus it had helped us make sure that for each of the created door, we do not get a wrong fitting expert. 356 | 357 | **When to use?** 358 | 359 | When there are interrelated dependencies with not-that-simple creation logic involved 360 | 361 | 👷 Builder 362 | -------------------------------------------- 363 | Real world example 364 | > Imagine you are at Hardee's and you order a specific deal, lets say, "Big Hardee" and they hand it over to you without *any questions*; this is the example of simple factory. But there are cases when the creation logic might involve more steps. For example you want a customized Subway deal, you have several options in how your burger is made e.g what bread do you want? what types of sauces would you like? What cheese would you want? etc. In such cases builder pattern comes to the rescue. 365 | 366 | In plain words 367 | > Allows you to create different flavors of an object while avoiding constructor pollution. Useful when there could be several flavors of an object. Or when there are a lot of steps involved in creation of an object. 368 | 369 | Wikipedia says 370 | > The builder pattern is an object creation software design pattern with the intentions of finding a solution to the telescoping constructor anti-pattern. 371 | 372 | Having said that let me add a bit about what telescoping constructor anti-pattern is. At one point or the other we have all seen a constructor like below: 373 | 374 | ```php 375 | public function __construct($size, $cheese = true, $pepperoni = true, $tomato = false, $lettuce = true) 376 | { 377 | } 378 | ``` 379 | 380 | As you can see; the number of constructor parameters can quickly get out of hand and it might become difficult to understand the arrangement of parameters. Plus this parameter list could keep on growing if you would want to add more options in future. This is called telescoping constructor anti-pattern. 381 | 382 | **Programmatic Example** 383 | 384 | The sane alternative is to use the builder pattern. First of all we have our burger that we want to make 385 | 386 | ```php 387 | class Burger 388 | { 389 | protected $size; 390 | 391 | protected $cheese = false; 392 | protected $pepperoni = false; 393 | protected $lettuce = false; 394 | protected $tomato = false; 395 | 396 | public function __construct(BurgerBuilder $builder) 397 | { 398 | $this->size = $builder->size; 399 | $this->cheese = $builder->cheese; 400 | $this->pepperoni = $builder->pepperoni; 401 | $this->lettuce = $builder->lettuce; 402 | $this->tomato = $builder->tomato; 403 | } 404 | } 405 | ``` 406 | 407 | And then we have the builder 408 | 409 | ```php 410 | class BurgerBuilder 411 | { 412 | public $size; 413 | 414 | public $cheese = false; 415 | public $pepperoni = false; 416 | public $lettuce = false; 417 | public $tomato = false; 418 | 419 | public function __construct(int $size) 420 | { 421 | $this->size = $size; 422 | } 423 | 424 | public function addPepperoni() 425 | { 426 | $this->pepperoni = true; 427 | return $this; 428 | } 429 | 430 | public function addLettuce() 431 | { 432 | $this->lettuce = true; 433 | return $this; 434 | } 435 | 436 | public function addCheese() 437 | { 438 | $this->cheese = true; 439 | return $this; 440 | } 441 | 442 | public function addTomato() 443 | { 444 | $this->tomato = true; 445 | return $this; 446 | } 447 | 448 | public function build(): Burger 449 | { 450 | return new Burger($this); 451 | } 452 | } 453 | ``` 454 | And then it can be used as: 455 | 456 | ```php 457 | $burger = (new BurgerBuilder(14)) 458 | ->addPepperoni() 459 | ->addLettuce() 460 | ->addTomato() 461 | ->build(); 462 | ``` 463 | 464 | **When to use?** 465 | 466 | When there could be several flavors of an object and to avoid the constructor telescoping. The key difference from the factory pattern is that; factory pattern is to be used when the creation is a one step process while builder pattern is to be used when the creation is a multi step process. 467 | 468 | 🐑 Prototype 469 | ------------ 470 | Real world example 471 | > Remember dolly? The sheep that was cloned! Lets not get into the details but the key point here is that it is all about cloning 472 | 473 | In plain words 474 | > Create object based on an existing object through cloning. 475 | 476 | Wikipedia says 477 | > The prototype pattern is a creational design pattern in software development. It is used when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects. 478 | 479 | In short, it allows you to create a copy of an existing object and modify it to your needs, instead of going through the trouble of creating an object from scratch and setting it up. 480 | 481 | **Programmatic Example** 482 | 483 | In PHP, it can be easily done using `clone` 484 | 485 | ```php 486 | class Sheep 487 | { 488 | protected $name; 489 | protected $category; 490 | 491 | public function __construct(string $name, string $category = 'Mountain Sheep') 492 | { 493 | $this->name = $name; 494 | $this->category = $category; 495 | } 496 | 497 | public function setName(string $name) 498 | { 499 | $this->name = $name; 500 | } 501 | 502 | public function getName() 503 | { 504 | return $this->name; 505 | } 506 | 507 | public function setCategory(string $category) 508 | { 509 | $this->category = $category; 510 | } 511 | 512 | public function getCategory() 513 | { 514 | return $this->category; 515 | } 516 | } 517 | ``` 518 | Then it can be cloned like below 519 | ```php 520 | $original = new Sheep('Jolly'); 521 | echo $original->getName(); // Jolly 522 | echo $original->getCategory(); // Mountain Sheep 523 | 524 | // Clone and modify what is required 525 | $cloned = clone $original; 526 | $cloned->setName('Dolly'); 527 | echo $cloned->getName(); // Dolly 528 | echo $cloned->getCategory(); // Mountain sheep 529 | ``` 530 | 531 | Also you could use the magic method `__clone` to modify the cloning behavior. 532 | 533 | **When to use?** 534 | 535 | When an object is required that is similar to existing object or when the creation would be expensive as compared to cloning. 536 | 537 | 💍 Singleton 538 | ------------ 539 | Real world example 540 | > There can only be one president of a country at a time. The same president has to be brought to action, whenever duty calls. President here is singleton. 541 | 542 | In plain words 543 | > Ensures that only one object of a particular class is ever created. 544 | 545 | Wikipedia says 546 | > In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. 547 | 548 | Singleton pattern is actually considered an anti-pattern and overuse of it should be avoided. It is not necessarily bad and could have some valid use-cases but should be used with caution because it introduces a global state in your application and change to it in one place could affect in the other areas and it could become pretty difficult to debug. The other bad thing about them is it makes your code tightly coupled plus mocking the singleton could be difficult. 549 | 550 | **Programmatic Example** 551 | 552 | To create a singleton, make the constructor private, disable cloning, disable extension and create a static variable to house the instance 553 | ```php 554 | final class President 555 | { 556 | private static $instance; 557 | 558 | private function __construct() 559 | { 560 | // Hide the constructor 561 | } 562 | 563 | public static function getInstance(): President 564 | { 565 | if (!self::$instance) { 566 | self::$instance = new self(); 567 | } 568 | 569 | return self::$instance; 570 | } 571 | 572 | private function __clone() 573 | { 574 | // Disable cloning 575 | } 576 | 577 | private function __wakeup() 578 | { 579 | // Disable unserialize 580 | } 581 | } 582 | ``` 583 | Then in order to use 584 | ```php 585 | $president1 = President::getInstance(); 586 | $president2 = President::getInstance(); 587 | 588 | var_dump($president1 === $president2); // true 589 | ``` 590 | 591 | Structural Design Patterns 592 | ========================== 593 | In plain words 594 | > Structural patterns are mostly concerned with object composition or in other words how the entities can use each other. Or yet another explanation would be, they help in answering "How to build a software component?" 595 | 596 | Wikipedia says 597 | > In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships between entities. 598 | 599 | * [Adapter](#-adapter) 600 | * [Bridge](#-bridge) 601 | * [Composite](#-composite) 602 | * [Decorator](#-decorator) 603 | * [Facade](#-facade) 604 | * [Flyweight](#-flyweight) 605 | * [Proxy](#-proxy) 606 | 607 | 🔌 Adapter 608 | ------- 609 | Real world example 610 | > Consider that you have some pictures in your memory card and you need to transfer them to your computer. In order to transfer them you need some kind of adapter that is compatible with your computer ports so that you can attach memory card to your computer. In this case card reader is an adapter. 611 | > Another example would be the famous power adapter; a three legged plug can't be connected to a two pronged outlet, it needs to use a power adapter that makes it compatible with the two pronged outlet. 612 | > Yet another example would be a translator translating words spoken by one person to another 613 | 614 | In plain words 615 | > Adapter pattern lets you wrap an otherwise incompatible object in an adapter to make it compatible with another class. 616 | 617 | Wikipedia says 618 | > In software engineering, the adapter pattern is a software design pattern that allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code. 619 | 620 | **Programmatic Example** 621 | 622 | Consider a game where there is a hunter and he hunts lions. 623 | 624 | First we have an interface `Lion` that all types of lions have to implement 625 | 626 | ```php 627 | interface Lion 628 | { 629 | public function roar(); 630 | } 631 | 632 | class AfricanLion implements Lion 633 | { 634 | public function roar() 635 | { 636 | } 637 | } 638 | 639 | class AsianLion implements Lion 640 | { 641 | public function roar() 642 | { 643 | } 644 | } 645 | ``` 646 | And hunter expects any implementation of `Lion` interface to hunt. 647 | ```php 648 | class Hunter 649 | { 650 | public function hunt(Lion $lion) 651 | { 652 | $lion->roar(); 653 | } 654 | } 655 | ``` 656 | 657 | Now let's say we have to add a `WildDog` in our game so that hunter can hunt that also. But we can't do that directly because dog has a different interface. To make it compatible for our hunter, we will have to create an adapter that is compatible 658 | 659 | ```php 660 | // This needs to be added to the game 661 | class WildDog 662 | { 663 | public function bark() 664 | { 665 | } 666 | } 667 | 668 | // Adapter around wild dog to make it compatible with our game 669 | class WildDogAdapter implements Lion 670 | { 671 | protected $dog; 672 | 673 | public function __construct(WildDog $dog) 674 | { 675 | $this->dog = $dog; 676 | } 677 | 678 | public function roar() 679 | { 680 | $this->dog->bark(); 681 | } 682 | } 683 | ``` 684 | And now the `WildDog` can be used in our game using `WildDogAdapter`. 685 | 686 | ```php 687 | $wildDog = new WildDog(); 688 | $wildDogAdapter = new WildDogAdapter($wildDog); 689 | 690 | $hunter = new Hunter(); 691 | $hunter->hunt($wildDogAdapter); 692 | ``` 693 | 694 | 🚡 Bridge 695 | ------ 696 | Real world example 697 | > Consider you have a website with different pages and you are supposed to allow the user to change the theme. What would you do? Create multiple copies of each of the pages for each of the themes or would you just create separate theme and load them based on the user's preferences? Bridge pattern allows you to do the second i.e. 698 | 699 | ![With and without the bridge pattern](https://cloud.githubusercontent.com/assets/11269635/23065293/33b7aea0-f515-11e6-983f-98823c9845ee.png) 700 | 701 | In Plain Words 702 | > Bridge pattern is about preferring composition over inheritance. Implementation details are pushed from a hierarchy to another object with a separate hierarchy. 703 | 704 | Wikipedia says 705 | > The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently" 706 | 707 | **Programmatic Example** 708 | 709 | Translating our WebPage example from above. Here we have the `WebPage` hierarchy 710 | 711 | ```php 712 | interface WebPage 713 | { 714 | public function __construct(Theme $theme); 715 | public function getContent(); 716 | } 717 | 718 | class About implements WebPage 719 | { 720 | protected $theme; 721 | 722 | public function __construct(Theme $theme) 723 | { 724 | $this->theme = $theme; 725 | } 726 | 727 | public function getContent() 728 | { 729 | return "About page in " . $this->theme->getColor(); 730 | } 731 | } 732 | 733 | class Careers implements WebPage 734 | { 735 | protected $theme; 736 | 737 | public function __construct(Theme $theme) 738 | { 739 | $this->theme = $theme; 740 | } 741 | 742 | public function getContent() 743 | { 744 | return "Careers page in " . $this->theme->getColor(); 745 | } 746 | } 747 | ``` 748 | And the separate theme hierarchy 749 | ```php 750 | 751 | interface Theme 752 | { 753 | public function getColor(); 754 | } 755 | 756 | class DarkTheme implements Theme 757 | { 758 | public function getColor() 759 | { 760 | return 'Dark Black'; 761 | } 762 | } 763 | class LightTheme implements Theme 764 | { 765 | public function getColor() 766 | { 767 | return 'Off white'; 768 | } 769 | } 770 | class AquaTheme implements Theme 771 | { 772 | public function getColor() 773 | { 774 | return 'Light blue'; 775 | } 776 | } 777 | ``` 778 | And both the hierarchies 779 | ```php 780 | $darkTheme = new DarkTheme(); 781 | 782 | $about = new About($darkTheme); 783 | $careers = new Careers($darkTheme); 784 | 785 | echo $about->getContent(); // "About page in Dark Black"; 786 | echo $careers->getContent(); // "Careers page in Dark Black"; 787 | ``` 788 | 789 | 🌿 Composite 790 | ----------------- 791 | 792 | Real world example 793 | > Every organization is composed of employees. Each of the employees has the same features i.e. has a salary, has some responsibilities, may or may not report to someone, may or may not have some subordinates etc. 794 | 795 | In plain words 796 | > Composite pattern lets clients treat the individual objects in a uniform manner. 797 | 798 | Wikipedia says 799 | > In software engineering, the composite pattern is a partitioning design pattern. The composite pattern describes that a group of objects is to be treated in the same way as a single instance of an object. The intent of a composite is to "compose" objects into tree structures to represent part-whole hierarchies. Implementing the composite pattern lets clients treat individual objects and compositions uniformly. 800 | 801 | **Programmatic Example** 802 | 803 | Taking our employees example from above. Here we have different employee types 804 | 805 | ```php 806 | interface Employee 807 | { 808 | public function __construct(string $name, float $salary); 809 | public function getName(): string; 810 | public function setSalary(float $salary); 811 | public function getSalary(): float; 812 | public function getRoles(): array; 813 | } 814 | 815 | class Developer implements Employee 816 | { 817 | protected $salary; 818 | protected $name; 819 | protected $roles; 820 | 821 | public function __construct(string $name, float $salary) 822 | { 823 | $this->name = $name; 824 | $this->salary = $salary; 825 | } 826 | 827 | public function getName(): string 828 | { 829 | return $this->name; 830 | } 831 | 832 | public function setSalary(float $salary) 833 | { 834 | $this->salary = $salary; 835 | } 836 | 837 | public function getSalary(): float 838 | { 839 | return $this->salary; 840 | } 841 | 842 | public function getRoles(): array 843 | { 844 | return $this->roles; 845 | } 846 | } 847 | 848 | class Designer implements Employee 849 | { 850 | protected $salary; 851 | protected $name; 852 | protected $roles; 853 | 854 | public function __construct(string $name, float $salary) 855 | { 856 | $this->name = $name; 857 | $this->salary = $salary; 858 | } 859 | 860 | public function getName(): string 861 | { 862 | return $this->name; 863 | } 864 | 865 | public function setSalary(float $salary) 866 | { 867 | $this->salary = $salary; 868 | } 869 | 870 | public function getSalary(): float 871 | { 872 | return $this->salary; 873 | } 874 | 875 | public function getRoles(): array 876 | { 877 | return $this->roles; 878 | } 879 | } 880 | ``` 881 | 882 | Then we have an organization which consists of several different types of employees 883 | 884 | ```php 885 | class Organization 886 | { 887 | protected $employees; 888 | 889 | public function addEmployee(Employee $employee) 890 | { 891 | $this->employees[] = $employee; 892 | } 893 | 894 | public function getNetSalaries(): float 895 | { 896 | $netSalary = 0; 897 | 898 | foreach ($this->employees as $employee) { 899 | $netSalary += $employee->getSalary(); 900 | } 901 | 902 | return $netSalary; 903 | } 904 | } 905 | ``` 906 | 907 | And then it can be used as 908 | 909 | ```php 910 | // Prepare the employees 911 | $john = new Developer('John Doe', 12000); 912 | $jane = new Designer('Jane Doe', 15000); 913 | 914 | // Add them to organization 915 | $organization = new Organization(); 916 | $organization->addEmployee($john); 917 | $organization->addEmployee($jane); 918 | 919 | echo "Net salaries: " . $organization->getNetSalaries(); // Net Salaries: 27000 920 | ``` 921 | 922 | ☕ Decorator 923 | ------------- 924 | 925 | Real world example 926 | 927 | > Imagine you run a car service shop offering multiple services. Now how do you calculate the bill to be charged? You pick one service and dynamically keep adding to it the prices for the provided services till you get the final cost. Here each type of service is a decorator. 928 | 929 | In plain words 930 | > Decorator pattern lets you dynamically change the behavior of an object at run time by wrapping them in an object of a decorator class. 931 | 932 | Wikipedia says 933 | > In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object, either statically or dynamically, without affecting the behavior of other objects from the same class. The decorator pattern is often useful for adhering to the Single Responsibility Principle, as it allows functionality to be divided between classes with unique areas of concern. 934 | 935 | **Programmatic Example** 936 | 937 | Lets take coffee for example. First of all we have a simple coffee implementing the coffee interface 938 | 939 | ```php 940 | interface Coffee 941 | { 942 | public function getCost(); 943 | public function getDescription(); 944 | } 945 | 946 | class SimpleCoffee implements Coffee 947 | { 948 | public function getCost() 949 | { 950 | return 10; 951 | } 952 | 953 | public function getDescription() 954 | { 955 | return 'Simple coffee'; 956 | } 957 | } 958 | ``` 959 | We want to make the code extensible to allow options to modify it if required. Lets make some add-ons (decorators) 960 | ```php 961 | class MilkCoffee implements Coffee 962 | { 963 | protected $coffee; 964 | 965 | public function __construct(Coffee $coffee) 966 | { 967 | $this->coffee = $coffee; 968 | } 969 | 970 | public function getCost() 971 | { 972 | return $this->coffee->getCost() + 2; 973 | } 974 | 975 | public function getDescription() 976 | { 977 | return $this->coffee->getDescription() . ', milk'; 978 | } 979 | } 980 | 981 | class WhipCoffee implements Coffee 982 | { 983 | protected $coffee; 984 | 985 | public function __construct(Coffee $coffee) 986 | { 987 | $this->coffee = $coffee; 988 | } 989 | 990 | public function getCost() 991 | { 992 | return $this->coffee->getCost() + 5; 993 | } 994 | 995 | public function getDescription() 996 | { 997 | return $this->coffee->getDescription() . ', whip'; 998 | } 999 | } 1000 | 1001 | class VanillaCoffee implements Coffee 1002 | { 1003 | protected $coffee; 1004 | 1005 | public function __construct(Coffee $coffee) 1006 | { 1007 | $this->coffee = $coffee; 1008 | } 1009 | 1010 | public function getCost() 1011 | { 1012 | return $this->coffee->getCost() + 3; 1013 | } 1014 | 1015 | public function getDescription() 1016 | { 1017 | return $this->coffee->getDescription() . ', vanilla'; 1018 | } 1019 | } 1020 | ``` 1021 | 1022 | Lets make a coffee now 1023 | 1024 | ```php 1025 | $someCoffee = new SimpleCoffee(); 1026 | echo $someCoffee->getCost(); // 10 1027 | echo $someCoffee->getDescription(); // Simple Coffee 1028 | 1029 | $someCoffee = new MilkCoffee($someCoffee); 1030 | echo $someCoffee->getCost(); // 12 1031 | echo $someCoffee->getDescription(); // Simple Coffee, milk 1032 | 1033 | $someCoffee = new WhipCoffee($someCoffee); 1034 | echo $someCoffee->getCost(); // 17 1035 | echo $someCoffee->getDescription(); // Simple Coffee, milk, whip 1036 | 1037 | $someCoffee = new VanillaCoffee($someCoffee); 1038 | echo $someCoffee->getCost(); // 20 1039 | echo $someCoffee->getDescription(); // Simple Coffee, milk, whip, vanilla 1040 | ``` 1041 | 1042 | 📦 Facade 1043 | ---------------- 1044 | 1045 | Real world example 1046 | > How do you turn on the computer? "Hit the power button" you say! That is what you believe because you are using a simple interface that computer provides on the outside, internally it has to do a lot of stuff to make it happen. This simple interface to the complex subsystem is a facade. 1047 | 1048 | In plain words 1049 | > Facade pattern provides a simplified interface to a complex subsystem. 1050 | 1051 | Wikipedia says 1052 | > A facade is an object that provides a simplified interface to a larger body of code, such as a class library. 1053 | 1054 | **Programmatic Example** 1055 | 1056 | Taking our computer example from above. Here we have the computer class 1057 | 1058 | ```php 1059 | class Computer 1060 | { 1061 | public function getElectricShock() 1062 | { 1063 | echo "Ouch!"; 1064 | } 1065 | 1066 | public function makeSound() 1067 | { 1068 | echo "Beep beep!"; 1069 | } 1070 | 1071 | public function showLoadingScreen() 1072 | { 1073 | echo "Loading.."; 1074 | } 1075 | 1076 | public function bam() 1077 | { 1078 | echo "Ready to be used!"; 1079 | } 1080 | 1081 | public function closeEverything() 1082 | { 1083 | echo "Bup bup bup buzzzz!"; 1084 | } 1085 | 1086 | public function sooth() 1087 | { 1088 | echo "Zzzzz"; 1089 | } 1090 | 1091 | public function pullCurrent() 1092 | { 1093 | echo "Haaah!"; 1094 | } 1095 | } 1096 | ``` 1097 | Here we have the facade 1098 | ```php 1099 | class ComputerFacade 1100 | { 1101 | protected $computer; 1102 | 1103 | public function __construct(Computer $computer) 1104 | { 1105 | $this->computer = $computer; 1106 | } 1107 | 1108 | public function turnOn() 1109 | { 1110 | $this->computer->getElectricShock(); 1111 | $this->computer->makeSound(); 1112 | $this->computer->showLoadingScreen(); 1113 | $this->computer->bam(); 1114 | } 1115 | 1116 | public function turnOff() 1117 | { 1118 | $this->computer->closeEverything(); 1119 | $this->computer->pullCurrent(); 1120 | $this->computer->sooth(); 1121 | } 1122 | } 1123 | ``` 1124 | Now to use the facade 1125 | ```php 1126 | $computer = new ComputerFacade(new Computer()); 1127 | $computer->turnOn(); // Ouch! Beep beep! Loading.. Ready to be used! 1128 | $computer->turnOff(); // Bup bup buzzz! Haah! Zzzzz 1129 | ``` 1130 | 1131 | 🍃 Flyweight 1132 | --------- 1133 | 1134 | Real world example 1135 | > Did you ever have fresh tea from some stall? They often make more than one cup that you demanded and save the rest for any other customer so to save the resources e.g. gas etc. Flyweight pattern is all about that i.e. sharing. 1136 | 1137 | In plain words 1138 | > It is used to minimize memory usage or computational expenses by sharing as much as possible with similar objects. 1139 | 1140 | Wikipedia says 1141 | > In computer programming, flyweight is a software design pattern. A flyweight is an object that minimizes memory use by sharing as much data as possible with other similar objects; it is a way to use objects in large numbers when a simple repeated representation would use an unacceptable amount of memory. 1142 | 1143 | **Programmatic example** 1144 | 1145 | Translating our tea example from above. First of all we have tea types and tea maker 1146 | 1147 | ```php 1148 | // Anything that will be cached is flyweight. 1149 | // Types of tea here will be flyweights. 1150 | class KarakTea 1151 | { 1152 | } 1153 | 1154 | // Acts as a factory and saves the tea 1155 | class TeaMaker 1156 | { 1157 | protected $availableTea = []; 1158 | 1159 | public function make($preference) 1160 | { 1161 | if (empty($this->availableTea[$preference])) { 1162 | $this->availableTea[$preference] = new KarakTea(); 1163 | } 1164 | 1165 | return $this->availableTea[$preference]; 1166 | } 1167 | } 1168 | ``` 1169 | 1170 | Then we have the `TeaShop` which takes orders and serves them 1171 | 1172 | ```php 1173 | class TeaShop 1174 | { 1175 | protected $orders; 1176 | protected $teaMaker; 1177 | 1178 | public function __construct(TeaMaker $teaMaker) 1179 | { 1180 | $this->teaMaker = $teaMaker; 1181 | } 1182 | 1183 | public function takeOrder(string $teaType, int $table) 1184 | { 1185 | $this->orders[$table] = $this->teaMaker->make($teaType); 1186 | } 1187 | 1188 | public function serve() 1189 | { 1190 | foreach ($this->orders as $table => $tea) { 1191 | echo "Serving tea to table# " . $table; 1192 | } 1193 | } 1194 | } 1195 | ``` 1196 | And it can be used as below 1197 | 1198 | ```php 1199 | $teaMaker = new TeaMaker(); 1200 | $shop = new TeaShop($teaMaker); 1201 | 1202 | $shop->takeOrder('less sugar', 1); 1203 | $shop->takeOrder('more milk', 2); 1204 | $shop->takeOrder('without sugar', 5); 1205 | 1206 | $shop->serve(); 1207 | // Serving tea to table# 1 1208 | // Serving tea to table# 2 1209 | // Serving tea to table# 5 1210 | ``` 1211 | 1212 | 🎱 Proxy 1213 | ------------------- 1214 | Real world example 1215 | > Have you ever used an access card to go through a door? There are multiple options to open that door i.e. it can be opened either using access card or by pressing a button that bypasses the security. The door's main functionality is to open but there is a proxy added on top of it to add some functionality. Let me better explain it using the code example below. 1216 | 1217 | In plain words 1218 | > Using the proxy pattern, a class represents the functionality of another class. 1219 | 1220 | Wikipedia says 1221 | > A proxy, in its most general form, is a class functioning as an interface to something else. A proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. 1222 | 1223 | **Programmatic Example** 1224 | 1225 | Taking our security door example from above. Firstly we have the door interface and an implementation of door 1226 | 1227 | ```php 1228 | interface Door 1229 | { 1230 | public function open(); 1231 | public function close(); 1232 | } 1233 | 1234 | class LabDoor implements Door 1235 | { 1236 | public function open() 1237 | { 1238 | echo "Opening lab door"; 1239 | } 1240 | 1241 | public function close() 1242 | { 1243 | echo "Closing the lab door"; 1244 | } 1245 | } 1246 | ``` 1247 | Then we have a proxy to secure any doors that we want 1248 | ```php 1249 | class SecuredDoor implements Door 1250 | { 1251 | protected $door; 1252 | 1253 | public function __construct(Door $door) 1254 | { 1255 | $this->door = $door; 1256 | } 1257 | 1258 | public function open($password) 1259 | { 1260 | if ($this->authenticate($password)) { 1261 | $this->door->open(); 1262 | } else { 1263 | echo "Big no! It ain't possible."; 1264 | } 1265 | } 1266 | 1267 | public function authenticate($password) 1268 | { 1269 | return $password === '$ecr@t'; 1270 | } 1271 | 1272 | public function close() 1273 | { 1274 | $this->door->close(); 1275 | } 1276 | } 1277 | ``` 1278 | And here is how it can be used 1279 | ```php 1280 | $door = new SecuredDoor(new LabDoor()); 1281 | $door->open('invalid'); // Big no! It ain't possible. 1282 | 1283 | $door->open('$ecr@t'); // Opening lab door 1284 | $door->close(); // Closing lab door 1285 | ``` 1286 | Yet another example would be some sort of data-mapper implementation. For example, I recently made an ODM (Object Data Mapper) for MongoDB using this pattern where I wrote a proxy around mongo classes while utilizing the magic method `__call()`. All the method calls were proxied to the original mongo class and result retrieved was returned as it is but in case of `find` or `findOne` data was mapped to the required class objects and the object was returned instead of `Cursor`. 1287 | 1288 | Behavioral Design Patterns 1289 | ========================== 1290 | 1291 | In plain words 1292 | > It is concerned with assignment of responsibilities between the objects. What makes them different from structural patterns is they don't just specify the structure but also outline the patterns for message passing/communication between them. Or in other words, they assist in answering "How to run a behavior in software component?" 1293 | 1294 | Wikipedia says 1295 | > In software engineering, behavioral design patterns are design patterns that identify common communication patterns between objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this communication. 1296 | 1297 | * [Chain of Responsibility](#-chain-of-responsibility) 1298 | * [Command](#-command) 1299 | * [Iterator](#-iterator) 1300 | * [Mediator](#-mediator) 1301 | * [Memento](#-memento) 1302 | * [Observer](#-observer) 1303 | * [Visitor](#-visitor) 1304 | * [Strategy](#-strategy) 1305 | * [State](#-state) 1306 | * [Template Method](#-template-method) 1307 | 1308 | 🔗 Chain of Responsibility 1309 | ----------------------- 1310 | 1311 | Real world example 1312 | > For example, you have three payment methods (`A`, `B` and `C`) setup in your account; each having a different amount in it. `A` has 100 USD, `B` has 300 USD and `C` having 1000 USD and the preference for payments is chosen as `A` then `B` then `C`. You try to purchase something that is worth 210 USD. Using Chain of Responsibility, first of all account `A` will be checked if it can make the purchase, if yes purchase will be made and the chain will be broken. If not, request will move forward to account `B` checking for amount if yes chain will be broken otherwise the request will keep forwarding till it finds the suitable handler. Here `A`, `B` and `C` are links of the chain and the whole phenomenon is Chain of Responsibility. 1313 | 1314 | In plain words 1315 | > It helps building a chain of objects. Request enters from one end and keeps going from object to object till it finds the suitable handler. 1316 | 1317 | Wikipedia says 1318 | > In object-oriented design, the chain-of-responsibility pattern is a design pattern consisting of a source of command objects and a series of processing objects. Each processing object contains logic that defines the types of command objects that it can handle; the rest are passed to the next processing object in the chain. 1319 | 1320 | **Programmatic Example** 1321 | 1322 | Translating our account example above. First of all we have a base account having the logic for chaining the accounts together and some accounts 1323 | 1324 | ```php 1325 | abstract class Account 1326 | { 1327 | protected $successor; 1328 | protected $balance; 1329 | 1330 | public function setNext(Account $account) 1331 | { 1332 | $this->successor = $account; 1333 | } 1334 | 1335 | public function pay(float $amountToPay) 1336 | { 1337 | if ($this->canPay($amountToPay)) { 1338 | echo sprintf('Paid %s using %s' . PHP_EOL, $amountToPay, get_called_class()); 1339 | } elseif ($this->successor) { 1340 | echo sprintf('Cannot pay using %s. Proceeding ..' . PHP_EOL, get_called_class()); 1341 | $this->successor->pay($amountToPay); 1342 | } else { 1343 | throw new Exception('None of the accounts have enough balance'); 1344 | } 1345 | } 1346 | 1347 | public function canPay($amount): bool 1348 | { 1349 | return $this->balance >= $amount; 1350 | } 1351 | } 1352 | 1353 | class Bank extends Account 1354 | { 1355 | protected $balance; 1356 | 1357 | public function __construct(float $balance) 1358 | { 1359 | $this->balance = $balance; 1360 | } 1361 | } 1362 | 1363 | class Paypal extends Account 1364 | { 1365 | protected $balance; 1366 | 1367 | public function __construct(float $balance) 1368 | { 1369 | $this->balance = $balance; 1370 | } 1371 | } 1372 | 1373 | class Bitcoin extends Account 1374 | { 1375 | protected $balance; 1376 | 1377 | public function __construct(float $balance) 1378 | { 1379 | $this->balance = $balance; 1380 | } 1381 | } 1382 | ``` 1383 | 1384 | Now let's prepare the chain using the links defined above (i.e. Bank, Paypal, Bitcoin) 1385 | 1386 | ```php 1387 | // Let's prepare a chain like below 1388 | // $bank->$paypal->$bitcoin 1389 | // 1390 | // First priority bank 1391 | // If bank can't pay then paypal 1392 | // If paypal can't pay then bit coin 1393 | 1394 | $bank = new Bank(100); // Bank with balance 100 1395 | $paypal = new Paypal(200); // Paypal with balance 200 1396 | $bitcoin = new Bitcoin(300); // Bitcoin with balance 300 1397 | 1398 | $bank->setNext($paypal); 1399 | $paypal->setNext($bitcoin); 1400 | 1401 | // Let's try to pay using the first priority i.e. bank 1402 | $bank->pay(259); 1403 | 1404 | // Output will be 1405 | // ============== 1406 | // Cannot pay using bank. Proceeding .. 1407 | // Cannot pay using paypal. Proceeding ..: 1408 | // Paid 259 using Bitcoin! 1409 | ``` 1410 | 1411 | 👮 Command 1412 | ------- 1413 | 1414 | Real world example 1415 | > A generic example would be you ordering food at a restaurant. You (i.e. `Client`) ask the waiter (i.e. `Invoker`) to bring some food (i.e. `Command`) and waiter simply forwards the request to Chef (i.e. `Receiver`) who has the knowledge of what and how to cook. 1416 | > Another example would be you (i.e. `Client`) switching on (i.e. `Command`) the television (i.e. `Receiver`) using a remote control (`Invoker`). 1417 | 1418 | In plain words 1419 | > Allows you to encapsulate actions in objects. The key idea behind this pattern is to provide the means to decouple client from receiver. 1420 | 1421 | Wikipedia says 1422 | > In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that owns the method and values for the method parameters. 1423 | 1424 | **Programmatic Example** 1425 | 1426 | First of all we have the receiver that has the implementation of every action that could be performed 1427 | ```php 1428 | // Receiver 1429 | class Bulb 1430 | { 1431 | public function turnOn() 1432 | { 1433 | echo "Bulb has been lit"; 1434 | } 1435 | 1436 | public function turnOff() 1437 | { 1438 | echo "Darkness!"; 1439 | } 1440 | } 1441 | ``` 1442 | then we have an interface that each of the commands are going to implement and then we have a set of commands 1443 | ```php 1444 | interface Command 1445 | { 1446 | public function execute(); 1447 | public function undo(); 1448 | public function redo(); 1449 | } 1450 | 1451 | // Command 1452 | class TurnOn implements Command 1453 | { 1454 | protected $bulb; 1455 | 1456 | public function __construct(Bulb $bulb) 1457 | { 1458 | $this->bulb = $bulb; 1459 | } 1460 | 1461 | public function execute() 1462 | { 1463 | $this->bulb->turnOn(); 1464 | } 1465 | 1466 | public function undo() 1467 | { 1468 | $this->bulb->turnOff(); 1469 | } 1470 | 1471 | public function redo() 1472 | { 1473 | $this->execute(); 1474 | } 1475 | } 1476 | 1477 | class TurnOff implements Command 1478 | { 1479 | protected $bulb; 1480 | 1481 | public function __construct(Bulb $bulb) 1482 | { 1483 | $this->bulb = $bulb; 1484 | } 1485 | 1486 | public function execute() 1487 | { 1488 | $this->bulb->turnOff(); 1489 | } 1490 | 1491 | public function undo() 1492 | { 1493 | $this->bulb->turnOn(); 1494 | } 1495 | 1496 | public function redo() 1497 | { 1498 | $this->execute(); 1499 | } 1500 | } 1501 | ``` 1502 | Then we have an `Invoker` with whom the client will interact to process any commands 1503 | ```php 1504 | // Invoker 1505 | class RemoteControl 1506 | { 1507 | public function submit(Command $command) 1508 | { 1509 | $command->execute(); 1510 | } 1511 | } 1512 | ``` 1513 | Finally let's see how we can use it in our client 1514 | ```php 1515 | $bulb = new Bulb(); 1516 | 1517 | $turnOn = new TurnOn($bulb); 1518 | $turnOff = new TurnOff($bulb); 1519 | 1520 | $remote = new RemoteControl(); 1521 | $remote->submit($turnOn); // Bulb has been lit! 1522 | $remote->submit($turnOff); // Darkness! 1523 | ``` 1524 | 1525 | Command pattern can also be used to implement a transaction based system. Where you keep maintaining the history of commands as soon as you execute them. If the final command is successfully executed, all good otherwise just iterate through the history and keep executing the `undo` on all the executed commands. 1526 | 1527 | ➿ Iterator 1528 | -------- 1529 | 1530 | Real world example 1531 | > An old radio set will be a good example of iterator, where user could start at some channel and then use next or previous buttons to go through the respective channels. Or take an example of MP3 player or a TV set where you could press the next and previous buttons to go through the consecutive channels or in other words they all provide an interface to iterate through the respective channels, songs or radio stations. 1532 | 1533 | In plain words 1534 | > It presents a way to access the elements of an object without exposing the underlying presentation. 1535 | 1536 | Wikipedia says 1537 | > In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled. 1538 | 1539 | **Programmatic example** 1540 | 1541 | In PHP it is quite easy to implement using SPL (Standard PHP Library). Translating our radio stations example from above. First of all we have `RadioStation` 1542 | 1543 | ```php 1544 | class RadioStation 1545 | { 1546 | protected $frequency; 1547 | 1548 | public function __construct(float $frequency) 1549 | { 1550 | $this->frequency = $frequency; 1551 | } 1552 | 1553 | public function getFrequency(): float 1554 | { 1555 | return $this->frequency; 1556 | } 1557 | } 1558 | ``` 1559 | Then we have our iterator 1560 | 1561 | ```php 1562 | use Countable; 1563 | use Iterator; 1564 | 1565 | class StationList implements Countable, Iterator 1566 | { 1567 | /** @var RadioStation[] $stations */ 1568 | protected $stations = []; 1569 | 1570 | /** @var int $counter */ 1571 | protected $counter; 1572 | 1573 | public function addStation(RadioStation $station) 1574 | { 1575 | $this->stations[] = $station; 1576 | } 1577 | 1578 | public function removeStation(RadioStation $toRemove) 1579 | { 1580 | $toRemoveFrequency = $toRemove->getFrequency(); 1581 | $this->stations = array_filter($this->stations, function (RadioStation $station) use ($toRemoveFrequency) { 1582 | return $station->getFrequency() !== $toRemoveFrequency; 1583 | }); 1584 | } 1585 | 1586 | public function count(): int 1587 | { 1588 | return count($this->stations); 1589 | } 1590 | 1591 | public function current(): RadioStation 1592 | { 1593 | return $this->stations[$this->counter]; 1594 | } 1595 | 1596 | public function key() 1597 | { 1598 | return $this->counter; 1599 | } 1600 | 1601 | public function next() 1602 | { 1603 | $this->counter++; 1604 | } 1605 | 1606 | public function rewind() 1607 | { 1608 | $this->counter = 0; 1609 | } 1610 | 1611 | public function valid(): bool 1612 | { 1613 | return isset($this->stations[$this->counter]); 1614 | } 1615 | } 1616 | ``` 1617 | And then it can be used as 1618 | ```php 1619 | $stationList = new StationList(); 1620 | 1621 | $stationList->addStation(new RadioStation(89)); 1622 | $stationList->addStation(new RadioStation(101)); 1623 | $stationList->addStation(new RadioStation(102)); 1624 | $stationList->addStation(new RadioStation(103.2)); 1625 | 1626 | foreach($stationList as $station) { 1627 | echo $station->getFrequency() . PHP_EOL; 1628 | } 1629 | 1630 | $stationList->removeStation(new RadioStation(89)); // Will remove station 89 1631 | ``` 1632 | 1633 | 👽 Mediator 1634 | ======== 1635 | 1636 | Real world example 1637 | > A general example would be when you talk to someone on your mobile phone, there is a network provider sitting between you and them and your conversation goes through it instead of being directly sent. In this case network provider is mediator. 1638 | 1639 | In plain words 1640 | > Mediator pattern adds a third party object (called mediator) to control the interaction between two objects (called colleagues). It helps reduce the coupling between the classes communicating with each other. Because now they don't need to have the knowledge of each other's implementation. 1641 | 1642 | Wikipedia says 1643 | > In software engineering, the mediator pattern defines an object that encapsulates how a set of objects interact. This pattern is considered to be a behavioral pattern due to the way it can alter the program's running behavior. 1644 | 1645 | **Programmatic Example** 1646 | 1647 | Here is the simplest example of a chat room (i.e. mediator) with users (i.e. colleagues) sending messages to each other. 1648 | 1649 | First of all, we have the mediator i.e. the chat room 1650 | 1651 | ```php 1652 | interface ChatRoomMediator 1653 | { 1654 | public function showMessage(User $user, string $message); 1655 | } 1656 | 1657 | // Mediator 1658 | class ChatRoom implements ChatRoomMediator 1659 | { 1660 | public function showMessage(User $user, string $message) 1661 | { 1662 | $time = date('M d, y H:i'); 1663 | $sender = $user->getName(); 1664 | 1665 | echo $time . '[' . $sender . ']:' . $message; 1666 | } 1667 | } 1668 | ``` 1669 | 1670 | Then we have our users i.e. colleagues 1671 | ```php 1672 | class User { 1673 | protected $name; 1674 | protected $chatMediator; 1675 | 1676 | public function __construct(string $name, ChatRoomMediator $chatMediator) { 1677 | $this->name = $name; 1678 | $this->chatMediator = $chatMediator; 1679 | } 1680 | 1681 | public function getName() { 1682 | return $this->name; 1683 | } 1684 | 1685 | public function send($message) { 1686 | $this->chatMediator->showMessage($this, $message); 1687 | } 1688 | } 1689 | ``` 1690 | And the usage 1691 | ```php 1692 | $mediator = new ChatRoom(); 1693 | 1694 | $john = new User('John Doe', $mediator); 1695 | $jane = new User('Jane Doe', $mediator); 1696 | 1697 | $john->send('Hi there!'); 1698 | $jane->send('Hey!'); 1699 | 1700 | // Output will be 1701 | // Feb 14, 10:58 [John]: Hi there! 1702 | // Feb 14, 10:58 [Jane]: Hey! 1703 | ``` 1704 | 1705 | 💾 Memento 1706 | ------- 1707 | Real world example 1708 | > Take the example of calculator (i.e. originator), where whenever you perform some calculation the last calculation is saved in memory (i.e. memento) so that you can get back to it and maybe get it restored using some action buttons (i.e. caretaker). 1709 | 1710 | In plain words 1711 | > Memento pattern is about capturing and storing the current state of an object in a manner that it can be restored later on in a smooth manner. 1712 | 1713 | Wikipedia says 1714 | > The memento pattern is a software design pattern that provides the ability to restore an object to its previous state (undo via rollback). 1715 | 1716 | Usually useful when you need to provide some sort of undo functionality. 1717 | 1718 | **Programmatic Example** 1719 | 1720 | Lets take an example of text editor which keeps saving the state from time to time and that you can restore if you want. 1721 | 1722 | First of all we have our memento object that will be able to hold the editor state 1723 | 1724 | ```php 1725 | class EditorMemento 1726 | { 1727 | protected $content; 1728 | 1729 | public function __construct(string $content) 1730 | { 1731 | $this->content = $content; 1732 | } 1733 | 1734 | public function getContent() 1735 | { 1736 | return $this->content; 1737 | } 1738 | } 1739 | ``` 1740 | 1741 | Then we have our editor i.e. originator that is going to use memento object 1742 | 1743 | ```php 1744 | class Editor 1745 | { 1746 | protected $content = ''; 1747 | 1748 | public function type(string $words) 1749 | { 1750 | $this->content = $this->content . ' ' . $words; 1751 | } 1752 | 1753 | public function getContent() 1754 | { 1755 | return $this->content; 1756 | } 1757 | 1758 | public function save() 1759 | { 1760 | return new EditorMemento($this->content); 1761 | } 1762 | 1763 | public function restore(EditorMemento $memento) 1764 | { 1765 | $this->content = $memento->getContent(); 1766 | } 1767 | } 1768 | ``` 1769 | 1770 | And then it can be used as 1771 | 1772 | ```php 1773 | $editor = new Editor(); 1774 | 1775 | // Type some stuff 1776 | $editor->type('This is the first sentence.'); 1777 | $editor->type('This is second.'); 1778 | 1779 | // Save the state to restore to : This is the first sentence. This is second. 1780 | $saved = $editor->save(); 1781 | 1782 | // Type some more 1783 | $editor->type('And this is third.'); 1784 | 1785 | // Output: Content before Saving 1786 | echo $editor->getContent(); // This is the first sentence. This is second. And this is third. 1787 | 1788 | // Restoring to last saved state 1789 | $editor->restore($saved); 1790 | 1791 | $editor->getContent(); // This is the first sentence. This is second. 1792 | ``` 1793 | 1794 | 😎 Observer 1795 | -------- 1796 | Real world example 1797 | > A good example would be the job seekers where they subscribe to some job posting site and they are notified whenever there is a matching job opportunity. 1798 | 1799 | In plain words 1800 | > Defines a dependency between objects so that whenever an object changes its state, all its dependents are notified. 1801 | 1802 | Wikipedia says 1803 | > The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. 1804 | 1805 | **Programmatic example** 1806 | 1807 | Translating our example from above. First of all we have job seekers that need to be notified for a job posting 1808 | ```php 1809 | class JobPost 1810 | { 1811 | protected $title; 1812 | 1813 | public function __construct(string $title) 1814 | { 1815 | $this->title = $title; 1816 | } 1817 | 1818 | public function getTitle() 1819 | { 1820 | return $this->title; 1821 | } 1822 | } 1823 | 1824 | class JobSeeker implements Observer 1825 | { 1826 | protected $name; 1827 | 1828 | public function __construct(string $name) 1829 | { 1830 | $this->name = $name; 1831 | } 1832 | 1833 | public function onJobPosted(JobPost $job) 1834 | { 1835 | // Do something with the job posting 1836 | echo 'Hi ' . $this->name . '! New job posted: '. $job->getTitle(); 1837 | } 1838 | } 1839 | ``` 1840 | Then we have our job postings to which the job seekers will subscribe 1841 | ```php 1842 | class EmploymentAgency implements Observable 1843 | { 1844 | protected $observers = []; 1845 | 1846 | protected function notify(JobPost $jobPosting) 1847 | { 1848 | foreach ($this->observers as $observer) { 1849 | $observer->onJobPosted($jobPosting); 1850 | } 1851 | } 1852 | 1853 | public function attach(Observer $observer) 1854 | { 1855 | $this->observers[] = $observer; 1856 | } 1857 | 1858 | public function addJob(JobPost $jobPosting) 1859 | { 1860 | $this->notify($jobPosting); 1861 | } 1862 | } 1863 | ``` 1864 | Then it can be used as 1865 | ```php 1866 | // Create subscribers 1867 | $johnDoe = new JobSeeker('John Doe'); 1868 | $janeDoe = new JobSeeker('Jane Doe'); 1869 | 1870 | // Create publisher and attach subscribers 1871 | $jobPostings = new EmploymentAgency(); 1872 | $jobPostings->attach($johnDoe); 1873 | $jobPostings->attach($janeDoe); 1874 | 1875 | // Add a new job and see if subscribers get notified 1876 | $jobPostings->addJob(new JobPost('Software Engineer')); 1877 | 1878 | // Output 1879 | // Hi John Doe! New job posted: Software Engineer 1880 | // Hi Jane Doe! New job posted: Software Engineer 1881 | ``` 1882 | 1883 | 🏃 Visitor 1884 | ------- 1885 | Real world example 1886 | > Consider someone visiting Dubai. They just need a way (i.e. visa) to enter Dubai. After arrival, they can come and visit any place in Dubai on their own without having to ask for permission or to do some leg work in order to visit any place here; just let them know of a place and they can visit it. Visitor pattern lets you do just that, it helps you add places to visit so that they can visit as much as they can without having to do any legwork. 1887 | 1888 | In plain words 1889 | > Visitor pattern lets you add further operations to objects without having to modify them. 1890 | 1891 | Wikipedia says 1892 | > In object-oriented programming and software engineering, the visitor design pattern is a way of separating an algorithm from an object structure on which it operates. A practical result of this separation is the ability to add new operations to existing object structures without modifying those structures. It is one way to follow the open/closed principle. 1893 | 1894 | **Programmatic example** 1895 | 1896 | Let's take an example of a zoo simulation where we have several different kinds of animals and we have to make them Sound. Let's translate this using visitor pattern 1897 | 1898 | ```php 1899 | // Visitee 1900 | interface Animal 1901 | { 1902 | public function accept(AnimalOperation $operation); 1903 | } 1904 | 1905 | // Visitor 1906 | interface AnimalOperation 1907 | { 1908 | public function visitMonkey(Monkey $monkey); 1909 | public function visitLion(Lion $lion); 1910 | public function visitDolphin(Dolphin $dolphin); 1911 | } 1912 | ``` 1913 | Then we have our implementations for the animals 1914 | ```php 1915 | class Monkey implements Animal 1916 | { 1917 | public function shout() 1918 | { 1919 | echo 'Ooh oo aa aa!'; 1920 | } 1921 | 1922 | public function accept(AnimalOperation $operation) 1923 | { 1924 | $operation->visitMonkey($this); 1925 | } 1926 | } 1927 | 1928 | class Lion implements Animal 1929 | { 1930 | public function roar() 1931 | { 1932 | echo 'Roaaar!'; 1933 | } 1934 | 1935 | public function accept(AnimalOperation $operation) 1936 | { 1937 | $operation->visitLion($this); 1938 | } 1939 | } 1940 | 1941 | class Dolphin implements Animal 1942 | { 1943 | public function speak() 1944 | { 1945 | echo 'Tuut tuttu tuutt!'; 1946 | } 1947 | 1948 | public function accept(AnimalOperation $operation) 1949 | { 1950 | $operation->visitDolphin($this); 1951 | } 1952 | } 1953 | ``` 1954 | Let's implement our visitor 1955 | ```php 1956 | class Speak implements AnimalOperation 1957 | { 1958 | public function visitMonkey(Monkey $monkey) 1959 | { 1960 | $monkey->shout(); 1961 | } 1962 | 1963 | public function visitLion(Lion $lion) 1964 | { 1965 | $lion->roar(); 1966 | } 1967 | 1968 | public function visitDolphin(Dolphin $dolphin) 1969 | { 1970 | $dolphin->speak(); 1971 | } 1972 | } 1973 | ``` 1974 | 1975 | And then it can be used as 1976 | ```php 1977 | $monkey = new Monkey(); 1978 | $lion = new Lion(); 1979 | $dolphin = new Dolphin(); 1980 | 1981 | $speak = new Speak(); 1982 | 1983 | $monkey->accept($speak); // Ooh oo aa aa! 1984 | $lion->accept($speak); // Roaaar! 1985 | $dolphin->accept($speak); // Tuut tutt tuutt! 1986 | ``` 1987 | We could have done this simply by having an inheritance hierarchy for the animals but then we would have to modify the animals whenever we would have to add new actions to animals. But now we will not have to change them. For example, let's say we are asked to add the jump behavior to the animals, we can simply add that by creating a new visitor i.e. 1988 | 1989 | ```php 1990 | class Jump implements AnimalOperation 1991 | { 1992 | public function visitMonkey(Monkey $monkey) 1993 | { 1994 | echo 'Jumped 20 feet high! on to the tree!'; 1995 | } 1996 | 1997 | public function visitLion(Lion $lion) 1998 | { 1999 | echo 'Jumped 7 feet! Back on the ground!'; 2000 | } 2001 | 2002 | public function visitDolphin(Dolphin $dolphin) 2003 | { 2004 | echo 'Walked on water a little and disappeared'; 2005 | } 2006 | } 2007 | ``` 2008 | And for the usage 2009 | ```php 2010 | $jump = new Jump(); 2011 | 2012 | $monkey->accept($speak); // Ooh oo aa aa! 2013 | $monkey->accept($jump); // Jumped 20 feet high! on to the tree! 2014 | 2015 | $lion->accept($speak); // Roaaar! 2016 | $lion->accept($jump); // Jumped 7 feet! Back on the ground! 2017 | 2018 | $dolphin->accept($speak); // Tuut tutt tuutt! 2019 | $dolphin->accept($jump); // Walked on water a little and disappeared 2020 | ``` 2021 | 2022 | 💡 Strategy 2023 | -------- 2024 | 2025 | Real world example 2026 | > Consider the example of sorting, we implemented bubble sort but the data started to grow and bubble sort started getting very slow. In order to tackle this we implemented Quick sort. But now although the quick sort algorithm was doing better for large datasets, it was very slow for smaller datasets. In order to handle this we implemented a strategy where for small datasets, bubble sort will be used and for larger, quick sort. 2027 | 2028 | In plain words 2029 | > Strategy pattern allows you to switch the algorithm or strategy based upon the situation. 2030 | 2031 | Wikipedia says 2032 | > In computer programming, the strategy pattern (also known as the policy pattern) is a behavioural software design pattern that enables an algorithm's behavior to be selected at runtime. 2033 | 2034 | **Programmatic example** 2035 | 2036 | Translating our example from above. First of all we have our strategy interface and different strategy implementations 2037 | 2038 | ```php 2039 | interface SortStrategy 2040 | { 2041 | public function sort(array $dataset): array; 2042 | } 2043 | 2044 | class BubbleSortStrategy implements SortStrategy 2045 | { 2046 | public function sort(array $dataset): array 2047 | { 2048 | echo "Sorting using bubble sort"; 2049 | 2050 | // Do sorting 2051 | return $dataset; 2052 | } 2053 | } 2054 | 2055 | class QuickSortStrategy implements SortStrategy 2056 | { 2057 | public function sort(array $dataset): array 2058 | { 2059 | echo "Sorting using quick sort"; 2060 | 2061 | // Do sorting 2062 | return $dataset; 2063 | } 2064 | } 2065 | ``` 2066 | 2067 | And then we have our client that is going to use any strategy 2068 | ```php 2069 | class Sorter 2070 | { 2071 | protected $sorterSmall; 2072 | protected $sorterBig; 2073 | 2074 | public function __construct(SortStrategy $sorterSmall, SortStrategy $sorterBig) 2075 | { 2076 | $this->sorterSmall = $sorterSmall; 2077 | $this->sorterBig = $sorterBig; 2078 | } 2079 | 2080 | public function sort(array $dataset): array 2081 | { 2082 | if (count($dataset) > 5) { 2083 | return $this->sorterBig->sort($dataset); 2084 | } else { 2085 | return $this->sorterSmall->sort($dataset); 2086 | } 2087 | } 2088 | } 2089 | ``` 2090 | And it can be used as 2091 | ```php 2092 | $smalldataset = [1, 3, 4, 2]; 2093 | $bigdataset = [1, 4, 3, 2, 8, 10, 5, 6, 9, 7]; 2094 | 2095 | $sorter = new Sorter(new BubbleSortStrategy(), new QuickSortStrategy()); 2096 | 2097 | $sorter->sort($dataset); // Output : Sorting using bubble sort 2098 | 2099 | $sorter->sort($bigdataset); // Output : Sorting using quick sort 2100 | ``` 2101 | 2102 | 💢 State 2103 | ----- 2104 | Real world example 2105 | > Imagine you are using some drawing application, you choose the paint brush to draw. Now the brush changes its behavior based on the selected color i.e. if you have chosen red color it will draw in red, if blue then it will be in blue etc. 2106 | 2107 | In plain words 2108 | > It lets you change the behavior of a class when the state changes. 2109 | 2110 | Wikipedia says 2111 | > The state pattern is a behavioral software design pattern that implements a state machine in an object-oriented way. With the state pattern, a state machine is implemented by implementing each individual state as a derived class of the state pattern interface, and implementing state transitions by invoking methods defined by the pattern's superclass. 2112 | > The state pattern can be interpreted as a strategy pattern which is able to switch the current strategy through invocations of methods defined in the pattern's interface. 2113 | 2114 | **Programmatic example** 2115 | 2116 | Let's take an example of a phone. First of all we have our state interface and some state implementations 2117 | 2118 | ```php 2119 | interface PhoneState { 2120 | public function pickUp(): PhoneState; 2121 | public function hangUp(): PhoneState; 2122 | public function dial(): PhoneState; 2123 | } 2124 | 2125 | // states implementation 2126 | class PhoneStateIdle implements PhoneState { 2127 | public function pickUp(): PhoneState { 2128 | return new PhoneStatePickedUp(); 2129 | } 2130 | public function hangUp(): PhoneState { 2131 | throw new Exception("already idle"); 2132 | } 2133 | public function dial(): PhoneState { 2134 | throw new Exception("unable to dial in idle state"); 2135 | } 2136 | } 2137 | 2138 | class PhoneStatePickedUp implements PhoneState { 2139 | public function pickUp(): PhoneState { 2140 | throw new Exception("already picked up"); 2141 | } 2142 | public function hangUp(): PhoneState { 2143 | return new PhoneStateIdle(); 2144 | } 2145 | public function dial(): PhoneState { 2146 | return new PhoneStateCalling(); 2147 | } 2148 | } 2149 | 2150 | class PhoneStateCalling implements PhoneState { 2151 | public function pickUp(): PhoneState { 2152 | throw new Exception("already picked up"); 2153 | } 2154 | public function hangUp(): PhoneState { 2155 | return new PhoneStateIdle(); 2156 | } 2157 | public function dial(): PhoneState { 2158 | throw new Exception("already dialing"); 2159 | } 2160 | } 2161 | ``` 2162 | 2163 | Then we have our Phone class that changes the state on different behavior calls 2164 | 2165 | ```php 2166 | class Phone { 2167 | private $state; 2168 | 2169 | public function __construct() { 2170 | $this->state = new PhoneStateIdle(); 2171 | } 2172 | public function pickUp() { 2173 | $this->state = $this->state->pickUp(); 2174 | } 2175 | public function hangUp() { 2176 | $this->state = $this->state->hangUp(); 2177 | } 2178 | public function dial() { 2179 | $this->state = $this->state->dial(); 2180 | } 2181 | } 2182 | ``` 2183 | 2184 | And then it can be used as follows and it will call the relevant state methods: 2185 | 2186 | ```php 2187 | $phone = new Phone(); 2188 | 2189 | $phone->pickUp(); 2190 | $phone->dial(); 2191 | ``` 2192 | 2193 | 📒 Template Method 2194 | --------------- 2195 | 2196 | Real world example 2197 | > Suppose we are getting some house built. The steps for building might look like 2198 | > - Prepare the base of house 2199 | > - Build the walls 2200 | > - Add roof 2201 | > - Add other floors 2202 | 2203 | > The order of these steps could never be changed i.e. you can't build the roof before building the walls etc but each of the steps could be modified for example walls can be made of wood or polyester or stone. 2204 | 2205 | In plain words 2206 | > Template method defines the skeleton of how a certain algorithm could be performed, but defers the implementation of those steps to the children classes. 2207 | 2208 | Wikipedia says 2209 | > In software engineering, the template method pattern is a behavioral design pattern that defines the program skeleton of an algorithm in an operation, deferring some steps to subclasses. It lets one redefine certain steps of an algorithm without changing the algorithm's structure. 2210 | 2211 | **Programmatic Example** 2212 | 2213 | Imagine we have a build tool that helps us test, lint, build, generate build reports (i.e. code coverage reports, linting report etc) and deploy our app on the test server. 2214 | 2215 | First of all we have our base class that specifies the skeleton for the build algorithm 2216 | ```php 2217 | abstract class Builder 2218 | { 2219 | 2220 | // Template method 2221 | final public function build() 2222 | { 2223 | $this->test(); 2224 | $this->lint(); 2225 | $this->assemble(); 2226 | $this->deploy(); 2227 | } 2228 | 2229 | abstract public function test(); 2230 | abstract public function lint(); 2231 | abstract public function assemble(); 2232 | abstract public function deploy(); 2233 | } 2234 | ``` 2235 | 2236 | Then we can have our implementations 2237 | 2238 | ```php 2239 | class AndroidBuilder extends Builder 2240 | { 2241 | public function test() 2242 | { 2243 | echo 'Running android tests'; 2244 | } 2245 | 2246 | public function lint() 2247 | { 2248 | echo 'Linting the android code'; 2249 | } 2250 | 2251 | public function assemble() 2252 | { 2253 | echo 'Assembling the android build'; 2254 | } 2255 | 2256 | public function deploy() 2257 | { 2258 | echo 'Deploying android build to server'; 2259 | } 2260 | } 2261 | 2262 | class IosBuilder extends Builder 2263 | { 2264 | public function test() 2265 | { 2266 | echo 'Running ios tests'; 2267 | } 2268 | 2269 | public function lint() 2270 | { 2271 | echo 'Linting the ios code'; 2272 | } 2273 | 2274 | public function assemble() 2275 | { 2276 | echo 'Assembling the ios build'; 2277 | } 2278 | 2279 | public function deploy() 2280 | { 2281 | echo 'Deploying ios build to server'; 2282 | } 2283 | } 2284 | ``` 2285 | And then it can be used as 2286 | 2287 | ```php 2288 | $androidBuilder = new AndroidBuilder(); 2289 | $androidBuilder->build(); 2290 | 2291 | // Output: 2292 | // Running android tests 2293 | // Linting the android code 2294 | // Assembling the android build 2295 | // Deploying android build to server 2296 | 2297 | $iosBuilder = new IosBuilder(); 2298 | $iosBuilder->build(); 2299 | 2300 | // Output: 2301 | // Running ios tests 2302 | // Linting the ios code 2303 | // Assembling the ios build 2304 | // Deploying ios build to server 2305 | ``` 2306 | 2307 | ## 🚦 Wrap Up Folks 2308 | 2309 | And that about wraps it up. I will continue to improve this, so you might want to watch/star this repository to revisit. Also, I have plans on writing the same about the architectural patterns, stay tuned for it. 2310 | 2311 | ## 👬 Contribution 2312 | 2313 | - Report issues 2314 | - Open pull request with improvements 2315 | - Spread the word 2316 | - Reach out with any feedback [![Twitter URL](https://img.shields.io/twitter/url/https/twitter.com/kamrify.svg?style=social&label=Follow%20%40kamrify)](https://twitter.com/kamrify) 2317 | 2318 | ## License 2319 | 2320 | [![License: CC BY 4.0](https://img.shields.io/badge/License-CC%20BY%204.0-lightgrey.svg)](https://creativecommons.org/licenses/by/4.0/) 2321 | --------------------------------------------------------------------------------