OOPS.................

Tuesday, April 28, 2009

Nested Classes

The Java programming language allows you to define a class within another class. Such a class is called a nested class and is illustrated here:

class OuterClass {
...
class NestedClass {
...
}
}

Terminology: Nested classes are divided into two categories: static and non-static. Nested classes that are declared static are simply called static nested classes. Non-static nested classes are called inner classes.

class OuterClass {
...
static class StaticNestedClass {
...
}
class InnerClass {
...
}
}

A nested class is a member of its enclosing class. Non-static nested classes (inner classes) have access to other members of the enclosing class, even if they are declared private. Static nested classes do not have access to other members of the enclosing class. As a member of the OuterClass, a nested class can be declared private, public, protected, or package private. (Recall that outer classes can only be declared public or package private.)
Why Use Nested Classes?
There are several compelling reasons for using nested classes, among them:

* It is a way of logically grouping classes that are only used in one place.
* It increases encapsulation.
* Nested classes can lead to more readable and maintainable code.

Logical grouping of classes—If a class is useful to only one other class, then it is logical to embed it in that class and keep the two together. Nesting such "helper classes" makes their package more streamlined.

Increased encapsulation—Consider two top-level classes, A and B, where B needs access to members of A that would otherwise be declared private. By hiding class B within class A, A's members can be declared private and B can access them. In addition, B itself can be hidden from the outside world.

More readable, maintainable code—Nesting small classes within top-level classes places the code closer to where it is used.
Static Nested Classes
As with class methods and variables, a static nested class is associated with its outer class. And like static class methods, a static nested class cannot refer directly to instance variables or methods defined in its enclosing class — it can use them only through an object reference.

Note: A static nested class interacts with the instance members of its outer class (and other classes) just like any other top-level class. In effect, a static nested class is behaviorally a top-level class that has been nested in another top-level class for packaging convenience.

Static nested classes are accessed using the enclosing class name:

OuterClass.StaticNestedClass

For example, to create an object for the static nested class, use this syntax:

OuterClass.StaticNestedClass nestedObject = new OuterClass.StaticNestedClass();

Inner Classes
As with instance methods and variables, an inner class is associated with an instance of its enclosing class and has direct access to that object's methods and fields. Also, because an inner class is associated with an instance, it cannot define any static members itself.

Objects that are instances of an inner class exist within an instance of the outer class. Consider the following classes:

class OuterClass {
...
class InnerClass {
...
}
}


An instance of InnerClass can exist only within an instance of OuterClass and has direct access to the methods and fields of its enclosing instance. The next figure illustrates this idea.

An InnerClass Exists Within an Instance of OuterClass.

An InnerClass Exists Within an Instance of OuterClass

To instantiate an inner class, you must first instantiate the outer class. Then, create the inner object within the outer object with this syntax:

OuterClass.InnerClass innerObject = outerObject.new InnerClass();

Additionally, there are two special kinds of inner classes: local classes and anonymous classes (also called anonymous inner classes)
Inner Class Example

To see an inner class in use, let's first consider an array. In the following example, we will create an array, fill it with integer values and then output only values of even indices of the array in ascending order.

The DataStructure class below consists of:

* The DataStructure outer class, which includes methods to add an integer onto the array and print out values of even indices of the array.
* The InnerEvenIterator inner class, which is similar to a standard Java iterator. Iterators are used to step through a data structure and typically have methods to test for the last element, retrieve the current element, and move to the next element.
* A main method that instantiates a DataStructure object (ds) and uses it to fill the arrayOfInts array with integer values (0, 1, 2, 3, etc.), then calls a printEven method to print out values of even indices of arrayOfInts.

public class DataStructure {
//create an array
private final static int SIZE = 15;
private int[] arrayOfInts = new int[SIZE];

public DataStructure() {
//fill the array with ascending integer values
for (int i = 0; i < SIZE; i++) {
arrayOfInts[i] = i;
}
}

public void printEven() {
//print out values of even indices of the array
InnerEvenIterator iterator = this.new InnerEvenIterator();
while (iterator.hasNext()) {
System.out.println(iterator.getNext() + " ");
}
}

//inner class implements the Iterator pattern
private class InnerEvenIterator {
//start stepping through the array from the beginning
private int next = 0;

public boolean hasNext() {
//check if a current element is the last in the array
return (next <= SIZE - 1);
}

public int getNext() {
//record a value of an even index of the array
int retValue = arrayOfInts[next];
//get the next even element
next += 2;
return retValue;
}
}

public static void main(String s[]) {
//fill the array with integer values and print out only values of even indices
DataStructure ds = new DataStructure();
ds.printEven();
}
}

The output is:

0 2 4 6 8 10 12 14

Note that the InnerEvenIterator class refers directly to the arrayOfInts instance variable of the DataStructure object.

Inner classes can be used to implement helper classes like the one shown in the example above. If you plan on handling user-interface events, you will need to know how to use inner classes because the event-handling mechanism makes extensive use of them.

Local and Anonymous Inner Classes
There are two additional types of inner classes. You can declare an inner class within the body of a method. Such a class is known as a local inner class. You can also declare an inner class within the body of a method without naming it. These classes are known as anonymous inner classes. You will encounter such classes in advanced Java programming.

Modifiers
You can use the same modifiers for inner classes that you use for other members of the outer class. For example, you can use the access specifiers — private, public, and protected — to restrict access to inner classes, just as you do to other class members.
Summary of Nested Classes

A class defined within another class is called a nested class. Like other members of a class, a nested class can be declared static or not. A nonstatic nested class is called an inner class. An instance of an inner class can exist only within an instance of its enclosing class and has access to its enclosing class's members even if they are declared private.

The following table shows the types of nested classes:

Types of Nested Classes Type Scope Inner
static nested class member no
inner [non-static] class member yes
local class local yes
anonymous class only the point where it is defined yes

Monday, April 27, 2009

Annotations

Many APIs require a fair amount of boilerplate code. For example, in order to write a JAX-RPC web service, you must provide a paired interface and implementation. This boilerplate could be generated automatically by a tool if the program were “decorated” with annotations indicating which methods were remotely accessible.

Other APIs require “side files” to be maintained in parallel with programs. For example JavaBeans requires a BeanInfo class to be maintained in parallel with a bean, and Enterprise JavaBeans (EJB) requires a deployment descriptor. It would be more convenient and less error-prone if the information in these side files were maintained as annotations in the program itself.

The Java platform has always had various ad hoc annotation mechanisms. For example the transient modifier is an ad hoc annotation indicating that a field should be ignored by the serialization subsystem, and the @deprecated javadoc tag is an ad hoc annotation indicating that the method should no longer be used. As of release 5.0, the platform has a general purpose annotation (also known as metadata) facility that permits you to define and use your own annotation types. The facility consists of a syntax for declaring annotation types, a syntax for annotating declarations, APIs for reading annotations, a class file representation for annotations, and an annotation processing tool.

Annotations do not directly affect program semantics, but they do affect the way programs are treated by tools and libraries, which can in turn affect the semantics of the running program. Annotations can be read from source files, class files, or reflectively at run time.

Annotations complement javadoc tags. In general, if the markup is intended to affect or produce documentation, it should probably be a javadoc tag; otherwise, it should be an annotation.

Typical application programmers will never have to define an annotation type, but it is not hard to do so. Annotation type declarations are similar to normal interface declarations. An at-sign (@) precedes the interface keyword. Each method declaration defines an element of the annotation type. Method declarations must not have any parameters or a throws clause. Return types are restricted to primitives, String, Class, enums, annotations, and arrays of the preceding types. Methods can have default values. Here is an example annotation type declaration:

/**
* Describes the Request-For-Enhancement(RFE) that led
* to the presence of the annotated API element.
*/
public @interface RequestForEnhancement {
int id();
String synopsis();
String engineer() default "[unassigned]";
String date(); default "[unimplemented]";
}

Once an annotation type is defined, you can use it to annotate declarations. An annotation is a special kind of modifier, and can be used anywhere that other modifiers (such as public, static, or final) can be used. By convention, annotations precede other modifiers. Annotations consist of an at-sign (@) followed by an annotation type and a parenthesized list of element-value pairs. The values must be compile-time constants. Here is a method declaration with an annotation corresponding to the annotation type declared above:

@RequestForEnhancement(
id = 2868724,
synopsis = "Enable time-travel",
engineer = "Mr. Peabody",
date = "4/1/3007"
)
public static void travelThroughTime(Date destination) { ... }

An annotation type with no elements is termed a marker annotation type, for example:

/**
* Indicates that the specification of the annotated API element
* is preliminary and subject to change.
*/
public @interface Preliminary { }

It is permissible to omit the parentheses in marker annotations, as shown below:

@Preliminary public class TimeTravel { ... }

In annotations with a single element, the element should be named value, as shown below:

/**
* Associates a copyright notice with the annotated API element.
*/
public @interface Copyright {
String value();
}

It is permissible to omit the element name and equals sign (=) in a single-element annotation whose element name is value, as shown below:

@Copyright("2002 Yoyodyne Propulsion Systems")
public class OscillationOverthruster { ... }

To tie it all together, we'll build a simple annotation-based test framework. First we need a marker annotation type to indicate that a method is a test method, and should be run by the testing tool:

import java.lang.annotation.*;

/**
* Indicates that the annotated method is a test method.
* This annotation should be used only on parameterless static methods.
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.METHOD)
public @interface Test { }

Note that the annotation type declaration is itself annotated. Such annotations are called meta-annotations. The first (@Retention(RetentionPolicy.RUNTIME)) indicates that annotations with this type are to be retained by the VM so they can be read reflectively at run-time. The second (@Target(ElementType.METHOD)) indicates that this annotation type can be used to annotate only method declarations.

Here is a sample program, some of whose methods are annotated with the above interface:

public class Foo {
@Test public static void m1() { }
public static void m2() { }
@Test public static void m3() {
throw new RuntimeException("Boom");
}
public static void m4() { }
@Test public static void m5() { }
public static void m6() { }
@Test public static void m7() {
throw new RuntimeException("Crash");
}
public static void m8() { }
}

Here is the testing tool:

import java.lang.reflect.*;

public class RunTests {
public static void main(String[] args) throws Exception {
int passed = 0, failed = 0;
for (Method m : Class.forName(args[0]).getMethods()) {
if (m.isAnnotationPresent(Test.class)) {
try {
m.invoke(null);
passed++;
} catch (Throwable ex) {
System.out.printf("Test %s failed: %s %n", m, ex.getCause());
failed++;
}
}
}
System.out.printf("Passed: %d, Failed %d%n", passed, failed);
}
}

The tool takes a class name as a command line argument and iterates over all the methods of the named class attempting to invoke each method that is annotated with the Test annotation type (defined above). The reflective query to find out if a method has a Test annotation is highlighted in green. If a test method invocation throws an exception, the test is deemed to have failed, and a failure report is printed. Finally, a summary is printed showing the number of tests that passed and failed. Here is how it looks when you run the testing tool on the Foo program (above):

$ java RunTests Foo
Test public static void Foo.m3() failed: java.lang.RuntimeException: Boom
Test public static void Foo.m7() failed: java.lang.RuntimeException: Crash
Passed: 2, Failed 2

While this testing tool is clearly a toy, it demonstrates the power of annotations and could easily be extended to overcome its limitations.
About Design Pattern
What is the design pattern?

If a problem occurs over and over again, a solution to that problem has been used effectively. That solution is described as a pattern. The design patterns are language-independent strategies for solving common object-oriented design problems. When you make a design, you should know the names of some common solutions. Learning design patterns is good for people to communicate each other effectively. In fact, you may have been familiar with some design patterns, you may not use well-known names to describe them. SUN suggests GOF (Gang Of Four--four pioneer guys who wrote a book named "Design Patterns"- Elements of Reusable Object-Oriented Software), so we use that book as our guide to describe solutions. Please make you be familiar with these terms and learn how other people solve the code problems.
Do I have to use the design pattern?

If you want to be a professional Java developer, you should know at least some popular solutions to coding problems. Such solutions have been proved efficient and effective by the experienced developers. These solutions are described as so-called design patterns. Learning design patterns speeds up your experience accumulation in OOA/OOD. Once you grasped them, you would be benefit from them for all your life and jump up yourselves to be a master of designing and developing. Furthermore, you will be able to use these terms to communicate with your fellows or assessors more effectively.

Many programmers with many years experience don't know design patterns, but as an Object-Oriented programmer, you have to know them well, especially for new Java programmers. Actually, when you solved a coding problem, you have used a design pattern. You may not use a popular name to describe it or may not choose an effective way to better intellectually control over what you built. Learning how the experienced developers to solve the coding problems and trying to use them in your project are a best way to earn your experience and certification.

Remember that learning the design patterns will really change how you design your code; not only will you be smarter but will you sound a lot smarter, too.
How many design patterns?

Many. A site says at least 250 existing patterns are used in OO world, including Spaghetti which refers to poor coding habits. The 23 design patterns by GOF are well known, and more are to be discovered on the way.

Note that the design patterns are not idioms or algorithms or components.
What is the relationship among these patterns?

Generally, to build a system, you may need many patterns to fit together. Different designer may use different patterns to solve the same problem. Usually:

* Some patterns naturally fit together
* One pattern may lead to another
* Some patterns are similar and alternative
* Patterns are discoverable and documentable
* Patterns are not methods or framework
* Patterns give you hint to solve a problem effectively

Design pattern (computer science)

In software engineering, a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Algorithms are not thought of as design patterns, since they solve computational problems rather than design problems.

Not all software patterns are design patterns. Design patterns deal specifically with problems at the level of software design. Other kinds of patterns, such as architectural patterns, describe problems and solutions that have alternative scopes.
History

Patterns originated as an architectural concept by Christopher Alexander (1977/79). In 1987, Kent Beck and Ward Cunningham began experimenting with the idea of applying patterns to programming and presented their results at the OOPSLA conference that year.[1][2] In the following years, Beck, Cunningham and others followed up on this work.

Design patterns gained popularity in computer science after the book Design Patterns: Elements of Reusable Object-Oriented Software was published in 1994 (Gamma et al.). That same year, the first Pattern Languages of Programming Conference was held and the following year, the Portland Pattern Repository was set up for documentation of design patterns. The scope of the term remains a matter of dispute. Notable books in the design pattern genre include:

* Gamma, Erich; Richard Helm, Ralph Johnson, and John Vlissides (1995). Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. ISBN 0-201-63361-2.
* Schmidt, Douglas C.; Michael Stal, Hans Rohnert, Frank Buschmann (2000). Pattern-Oriented Software Architecture, Volume 2: Patterns for Concurrent and Networked Objects. John Wiley & Sons. ISBN 0-471-60695-2.
* Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison-Wesley. ISBN 978-0321127426.
* Hohpe, Gregor; Bobby Woolf (2003). Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions. Addison-Wesley. ISBN 0-321-20068-3.

Although the practical application of design patterns is a phenomenon, formalization of the concept of a design pattern languished for several years.[3]

[edit] Practice

Design patterns can speed up the development process by providing tested, proven development paradigms. Effective software design requires considering issues that may not become visible until later in the implementation. Reusing design patterns helps to prevent subtle issues that can cause major problems, and it also improves code readability for coders and architects who are familiar with the patterns.

In order to achieve flexibility, design patterns usually introduce additional levels of indirection, which in some cases may complicate the resulting designs and hurt application performance.

By definition, a pattern must be programmed anew into each application that uses it. Since some authors see this as a step backward from software reuse as provided by components, researchers have worked to turn patterns into components. Meyer and Arnout claim a two-thirds success rate in componentizing the best-known patterns.[4]

Often, people only understand how to apply certain software design techniques to certain problems. These techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that doesn't require specifics tied to a particular problem.

[edit] Structure

Design patterns are composed of several sections (see Documentation below). Of particular interest are the Structure, Participants, and Collaboration sections. These sections describe a design motif: a prototypical micro-architecture that developers copy and adapt to their particular designs to solve the recurrent problem described by the design pattern. A micro-architecture is a set of program constituents (e.g., classes, methods...) and their relationships. Developers use the design pattern by introducing in their designs this prototypical micro-architecture, which means that micro-architectures in their designs will have structure and organization similar to the chosen design motif..

In addition, patterns allow developers to communicate using well-known, well understood names for software interactions. Common design patterns can be improved over time, making them more robust than ad-hoc designs.

[edit] Domain specific patterns

Efforts have also been made to codify design patterns in particular domains, including use of existing design patterns as well as domain specific design patterns. Examples include User Interface design patterns,[5] Information Visualization [6], Secure Usability[7] and web design.[8]

The Pattern Languages of Programming Conference (annual, 1994—) proceedings includes many examples of domain specific patterns.

[edit] Classification

Design patterns were originally grouped into the categories Creational patterns, Structural patterns, and Behavioral patterns, and described them using the concepts of delegation, aggregation, and consultation. For further background on object-oriented design, see coupling and cohesion. For further background on object-oriented programming, see inheritance, interface, and polymorphism. Another classification has also introduced the notion of architectural design pattern which may be applied at the architecture level of the software such as the Model-View-Controller pattern.
Name Description In Design Patterns In Code Complete[9] In POSA2[10]
Creational patterns
Abstract factory Provide an interface for creating families of related or dependent objects without specifying their concrete classes. Yes Yes No
Factory method Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. Yes Yes No
Builder Separate the construction of a complex object from its representation so that the same construction process can create different representations. Yes No No
Lazy initialization Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. No No No
Object pool Avoid expensive acquisition and release of resources by recycling objects that are no longer in use No No No
Prototype Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. Yes No No
Singleton Ensure a class has only one instance, and provide a global point of access to it. Yes Yes No
Multiton Ensure a class has only named instances, and provide global point of access to them. No No No
Resource acquisition is initialization Ensure that resources are properly released by tying them to the lifespan of suitable objects. No No No
Structural patterns
Adapter Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. Yes Yes No
Bridge Decouple an abstraction from its implementation so that the two can vary independently. Yes Yes No
Composite Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. Yes Yes No
Decorator Attach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality. Yes Yes No
Facade Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use. Yes Yes No
Flyweight Use sharing to support large numbers of fine-grained objects efficiently. Yes No No
Proxy Provide a surrogate or placeholder for another object to control access to it. Yes No No
Behavioral patterns
Chain of responsibility Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it. Yes No No
Command Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. Yes No No
Interpreter Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. Yes No No
Iterator Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. Yes Yes No
Mediator Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently. Yes No No
Memento Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later. Yes No No
Null Object designed to act as a default value of an object. No No No
Observer Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. Yes Yes No
State Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. Yes No No
Strategy Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. Yes Yes No
Specification Recombinable business logic in a boolean fashion No No No
Template method Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Yes Yes No
Visitor Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. Yes No No
Concurrency patterns
Active Object The Active Object design pattern decouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests. No No Yes
Event-Based Asynchronous The event-based asynchronous design pattern addresses problems with the Asychronous Pattern that occur in multithreaded programs.[11] No No No
Balking The Balking pattern is a software design pattern that only executes an action on an object when the object is in a particular state. No No No
Double checked locking Double-checked locking is a software design pattern also known as "double-checked locking optimization". The pattern is designed to reduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual lock proceed.

The pattern, when implemented in some language/hardware combinations, can be unsafe. It can therefore sometimes be considered to be an anti-pattern.
No No Yes
Guarded suspension In concurrent programming, guarded suspension is a software design pattern for managing operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed. No No No
Monitor object A monitor is an approach to synchronize two or more computer tasks that use a shared resource, usually a hardware device or a set of variables. No No Yes
Read write lock A read/write lock pattern or simply RWL is a software design pattern that allows concurrent read access to an object but requires exclusive access for write operations. No No No
Scheduler The scheduler pattern is a software design pattern. It is a concurrency pattern used to explicitly control when threads may execute single-threaded code. No No No
Thread pool In the thread pool pattern in programming, a number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. No No No
Thread-specific storage Thread-local storage (TLS) is a computer programming method that uses static or global memory local to a thread. No No Yes
Reactor The reactor design pattern is a concurrent programming pattern for handling service requests delivered concurrently to a service handler by one or more inputs. The service handler then demultiplexes the incoming requests and dispatches them synchronously to the associated request handlers. No No Yes

[edit] Documentation

The documentation for a design pattern describes the context in which the pattern is used, the forces within the context that the pattern seeks to resolve, and the suggested solution.[12] There is no single, standard format for documenting design patterns. Rather, a variety of different formats have been used by different pattern authors. However, according to Martin Fowler certain pattern forms have become more well-known than others, and consequently become common starting points for new pattern writing efforts.[13] One example of a commonly used documentation format is the one used by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides (collectively known as the "Gang of Four", or GoF for short) in their book Design Patterns. It contains the following sections:

* Pattern Name and Classification: A descriptive and unique name that helps in identifying and referring to the pattern.
* Intent: A description of the goal behind the pattern and the reason for using it.
* Also Known As: Other names for the pattern.
* Motivation (Forces): A scenario consisting of a problem and a context in which this pattern can be used.
* Applicability: Situations in which this pattern is usable; the context for the pattern.
* Structure: A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.
* Participants: A listing of the classes and objects used in the pattern and their roles in the design.
* Collaboration: A description of how classes and objects used in the pattern interact with each other.
* Consequences: A description of the results, side effects, and trade offs caused by using the pattern.
* Implementation: A description of an implementation of the pattern; the solution part of the pattern.
* Sample Code: An illustration of how the pattern can be used in a programming language
* Known Uses: Examples of real usages of the pattern.
* Related Patterns: Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.

In the field of computer science, there exist some criticisms regarding the concept of design patterns.

[edit] Workarounds for missing language features

Users[who?] of dynamic programming languages have discussed many design patterns as workarounds for the limitations of languages such as C++ and Java. For instance, the Visitor pattern need not be implemented in a language that supports multimethods. The purpose of Visitor is to add new operations to existing classes without modifying those classes. In C++, a class is declared as a syntactic structure with a specific and closed set of methods. In a language with multimethods, such as Common Lisp, methods for a class are outside of the class structure, and one may add new methods without modifying it. Similarly, the Decorator pattern amounts to implementing dynamic delegation, as found in Common Lisp, Objective C, Self and JavaScript.

Peter Norvig, in Design Patterns in Dynamic Programming, discusses the triviality of implementing various patterns in dynamic languages. [14] Norvig and others have described language features that encapsulate or replace various patterns that a C++ user must implement for themselves.

[edit] Does not differ significantly from other abstractions

Some authors[who?] allege that design patterns don't differ significantly from other forms of abstraction[citation needed], and that the use of new terminology (borrowed from the architecture community) to describe existing phenomena in the field of programming is unnecessary. The Model-View-Controller paradigm is cited as an example of a "pattern" which predates the concept of "design patterns" by several years.[15] It is further argued by some[who?] that the primary contribution of the Design Patterns community (and the Gang of Four book) was the use of Alexander's pattern language as a form of documentation; a practice which is often ignored in the literature.