Design pattern Servant
Encyclopedia
Servant is a design pattern
used to offer some functionality to a group of classes
without defining that functionality in each of them. A Servant is a class whose instance (or even just class) provides methods
that take care of a desired service, while objects for which (or with whom) the servant does something, are taken as parameters
.
For example: we have a few classes representing geometric objects (rectangle, ellipse, and triangle). We can draw these objects on some canvas. When we need to provide a “move” method for these objects we could implement this method in each class, or we can define an interface they implement and then offer the “move” functionality in a servant. An interface is defined to ensure that serviced classes have methods, that servant needs to provide desired behavior. If we continue in our example, we define an Interface “Movable” specifying that, every class implementing this interface needs to implement method “getPosition” and “setPosition”. The first method gets the position of an object on a canvas and second one sets the position of an object and draws it on a canvas. Then we define a servant class “MoveServant”, which has two methods “moveTo(Movable movedObject, Position where)” and moveBy(Movable movedObject, int dx, int dy). The Servant class can now be used to move every object which implements the Movable. Thus the “moving” code appears in only one class which respects the “Separation of Concerns” rule.
and Servant are indeed very similar and implementation is often virtually the same. Difference between them is the approach to the problem, which programmer chose.
Even though design patterns Command and Servant are similar it doesn’t mean it’s always like that. There are a number of situations where use of design pattern Command doesn’t relate to with design pattern Servant. In these situations we usually need to pass to called methods just reference to another method, which she will need in accomplishing her goal. Because we can’t pass reference to method in many languages (Java), we have to pass object implementing interface which declares signature of passed method.
Design pattern (computer science)
In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context 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...
used to offer some functionality to a group of classes
Class (computer science)
In object-oriented programming, a class is a construct that is used as a blueprint to create instances of itself – referred to as class instances, class objects, instance objects or simply objects. A class defines constituent members which enable these class instances to have state and behavior...
without defining that functionality in each of them. A Servant is a class whose instance (or even just class) provides methods
Method (computer science)
In object-oriented programming, a method is a subroutine associated with a class. Methods define the behavior to be exhibited by instances of the associated class at program run time...
that take care of a desired service, while objects for which (or with whom) the servant does something, are taken as parameters
Parameter (computer science)
In computer programming, a parameter is a special kind of variable, used in a subroutine to refer to one of the pieces of data provided as input to the subroutine. These pieces of data are called arguments...
.
Description and simple example
Servant is used for providing some behavior to a group of classes. Instead of defining that behavior in each class - or when we cannot factor out this behavior in the common parent class - it is defined once in the Servant.For example: we have a few classes representing geometric objects (rectangle, ellipse, and triangle). We can draw these objects on some canvas. When we need to provide a “move” method for these objects we could implement this method in each class, or we can define an interface they implement and then offer the “move” functionality in a servant. An interface is defined to ensure that serviced classes have methods, that servant needs to provide desired behavior. If we continue in our example, we define an Interface “Movable” specifying that, every class implementing this interface needs to implement method “getPosition” and “setPosition”. The first method gets the position of an object on a canvas and second one sets the position of an object and draws it on a canvas. Then we define a servant class “MoveServant”, which has two methods “moveTo(Movable movedObject, Position where)” and moveBy(Movable movedObject, int dx, int dy). The Servant class can now be used to move every object which implements the Movable. Thus the “moving” code appears in only one class which respects the “Separation of Concerns” rule.
Two ways of implementation
There are two ways to implement this design pattern.- User knows the servant (in which case he doesn’t need to know the serviced classes) and sends messages with his requests to the servant instances, passing the serviced objects as parameters.
- Serviced instances know the servant and the user sends them messages with his requests (in which case she doesn’t have to know the servant). The serviced instances then send messages to the instances of servant, asking for service.
- The serviced classes (geometric objects from our example) don’t know about servant, but they implement the “IServiced” interface. The user class just calls the method of servant and passes serviced objects as parameters. This situation is shown on figure 1.
- On figure 2 is shown opposite situation, where user don’t know about servant class and calls directly serviced classes. Serviced classes then asks servant themselves to achieve desired functionality.
How to implement Servant
- Analyze what behavior servant should take care of. State what methods servant will define and what these methods will need from serviced parameter. By other words, what serviced instance must provide, so that servants methods can achieve their goals.
- Analyze what abilities serviced classes must have, so they can be properly serviced.
- We define an interface, which will enforce implementation of declared methods.
- Define an interface specifying requested behavior of serviced objects. If some instance wants to be served by servant, it must implement this interface.
- Define (or acquire somehow) specified servant (his class).
- Implement defined interface with serviced classes.
Example
This simple example shows the situation described above. This example is only illustrative and will not offer any actual drawing of geometric objects, nor specifying how they look like.Similar design pattern: Command
Design patterns CommandCommand pattern
In object-oriented programming, the command pattern is a design pattern in which an object is used to represent and encapsulate all the information needed to call a method at a later time...
and Servant are indeed very similar and implementation is often virtually the same. Difference between them is the approach to the problem, which programmer chose.
- In case of pattern Servant we have some objects, to which we want offer, some functionality. So we create class, whose instances offer that requested functionality and which defines an interface, which serviced objects must implement. Serviced instances are then passed as parameters to the servant.
- In case of pattern Command we have some objects that we want to modify with some functionality (we want to add something to them). So we define an interface, which classes with desired functionality must implement. Instances of those classes are then passed to original objects as parameters of their methods.
Even though design patterns Command and Servant are similar it doesn’t mean it’s always like that. There are a number of situations where use of design pattern Command doesn’t relate to with design pattern Servant. In these situations we usually need to pass to called methods just reference to another method, which she will need in accomplishing her goal. Because we can’t pass reference to method in many languages (Java), we have to pass object implementing interface which declares signature of passed method.