Facade pattern
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The facade pattern (also spelled ''façade'') is a software-design pattern commonly used in
object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of ...
. Analogous to a facade in architecture, a facade is an
object Object may refer to: General meanings * Object (philosophy), a thing, being, or concept ** Object (abstract), an object which does not exist at any particular time or place ** Physical object, an identifiable collection of matter * Goal, an ...
that serves as a front-facing interface masking more complex underlying or structural code. A facade can: * improve the readability and usability of a
software library In computer science, a library is a collection of non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, pre-written code and sub ...
by masking interaction with more complex components behind a single (and often simplified) API * provide a context-specific interface to more generic functionality (complete with context-specific input validation) *serve as a launching point for a broader refactor of monolithic or tightly-coupled systems in favor of more loosely-coupled code Developers often use the facade design pattern when a system is very complex or difficult to understand because the system has many interdependent classes or because its source code is unavailable. This pattern hides the complexities of the larger system and provides a simpler interface to the client. It typically involves a single wrapper class that contains a set of members required by the client. These members access the system on behalf of the facade client and hide the implementation details.


Overview

The Facade design pattern is one of the twenty-three well-known '' GoF design patterns'' that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. What problems can the Facade design pattern solve? * To make a complex subsystem easier to use, a simple interface should be provided for a set of interfaces in the subsystem. * The dependencies on a subsystem should be minimized. Clients that access a complex subsystem directly refer to (depend on) many different objects having different interfaces (tight coupling), which makes the clients hard to implement, change, test, and reuse. What solution does the Facade design pattern describe? Define a Facade object that * implements a simple interface in terms of (by delegating to) the interfaces in the subsystem and * may perform additional functionality before/after forwarding a request. This enables to work through a Facade object to minimize the dependencies on a subsystem.
See also the UML class and sequence diagram below.


Usage

A Facade is used when an easier or simpler interface to an underlying object is desired. Alternatively, an adapter can be used when the wrapper must respect a particular interface and must support polymorphic behavior. A decorator makes it possible to add or alter behavior of an interface at run-time. The facade pattern is typically used when * a simple interface is required to access a complex system, * a system is very complex or difficult to understand, * an entry point is needed to each level of layered software, or * the abstractions and implementations of a subsystem are tightly coupled.


Structure


UML class and sequence diagram

In this UML
class diagram In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the rela ...
, the Client class doesn't access the subsystem classes directly. Instead, the Client works through a Facade class that implements a simple interface in terms of (by delegating to) the subsystem classes (Class1, Class2, and Class3). The Client depends only on the simple Facade interface and is independent of the complex subsystem. The sequence diagram shows the run-time interactions: The Client object works through a Facade object that delegates the request to the Class1, Class2, and Class3 instances that perform the request.


UML class diagram

; Facade : The facade class abstracts Packages 1, 2, and 3 from the rest of the application. ; Clients : The objects are using the Facade Pattern to access resources from the Packages.


Example

This is an abstract example of how a client ("you") interacts with a facade (the "computer") to a complex system (internal computer parts, like CPU and HardDrive).


C++

struct CPU ; struct HardDrive ; struct Memory ; class ComputerFacade ; int main()


See also

*
Encapsulation (computer programming) In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data, or the limiting of direct access to some data, such as an object's components. Encapsulation allows developers to present a c ...


References


External links


Description from the Portland Pattern Repository
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