Design-Patterns-In-Swift README

The project's README from github.com/ochococo/Design-Patterns-In-Swift. As one markdown file: README.md.

Design Patterns implemented in Swift 5.0

A short cheat-sheet with Xcode 10.2 Playground (Design-Patterns.playground.zip).

🇨🇳中文版

👷 Project started by: @nsmeme (Oktawian Chojnacki)

👷 中文版由 @binglogo (棒棒彬) 整理翻译。

🚀 How to generate README, Playground and zip from source: CONTRIBUTING.md

print("Welcome!")

Table of Contents

Behavioral Creational Structural
🐝 Chain Of Responsibility 🌰 Abstract Factory 🔌 Adapter
👫 Command 👷 Builder 🌉 Bridge
🎶 Interpreter 🏭 Factory Method 🌿 Composite
🍫 Iterator 🔂 Monostate 🍧 Decorator
💐 Mediator 🃏 Prototype 🎁 Façade
💾 Memento 💍 Singleton 🍃 Flyweight
👓 Observer ☔ Protection Proxy
🐉 State 🍬 Virtual Proxy
💡 Strategy
📝 Template Method
🏃 Visitor

Behavioral

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.

Source: wikipedia.org

🐝 Chain Of Responsibility

The chain of responsibility pattern is used to process varied requests, each of which may be dealt with by a different handler.

Example:


protocol Withdrawing {
    func withdraw(amount: Int) -> Bool
}

final class MoneyPile: Withdrawing {

    let value: Int
    var quantity: Int
    var next: Withdrawing?

    init(value: Int, quantity: Int, next: Withdrawing?) {
        self.value = value
        self.quantity = quantity
        self.next = next
    }

    func withdraw(amount: Int) -> Bool {

        var amount = amount

        func canTakeSomeBill(want: Int) -> Bool {
            return (want / self.value) > 0
        }

        var quantity = self.quantity

        while canTakeSomeBill(want: amount) {

            if quantity == 0 {
                break
            }

            amount -= self.value
            quantity -= 1
        }

        guard amount > 0 else {
            return true
        }

        if let next {
            return next.withdraw(amount: amount)
        }

        return false
    }
}

final class ATM: Withdrawing {

    private var hundred: Withdrawing
    private var fifty: Withdrawing
    private var twenty: Withdrawing
    private var ten: Withdrawing

    private var startPile: Withdrawing {
        return self.hundred
    }

    init(hundred: Withdrawing,
           fifty: Withdrawing,
          twenty: Withdrawing,
             ten: Withdrawing) {

        self.hundred = hundred
        self.fifty = fifty
        self.twenty = twenty
        self.ten = ten
    }

    func withdraw(amount: Int) -> Bool {
        return startPile.withdraw(amount: amount)
    }
}

Usage

// Create piles of money and link them together 10 < 20 < 50 < 100.**
let ten = MoneyPile(value: 10, quantity: 6, next: nil)
let twenty = MoneyPile(value: 20, quantity: 2, next: ten)
let fifty = MoneyPile(value: 50, quantity: 2, next: twenty)
let hundred = MoneyPile(value: 100, quantity: 1, next: fifty)

// Build ATM.
var atm = ATM(hundred: hundred, fifty: fifty, twenty: twenty, ten: ten)
atm.withdraw(amount: 310) // Cannot because ATM has only 300
atm.withdraw(amount: 100) // Can withdraw - 1x100

👫 Command

The command pattern is used to express a request, including the call to be made and all of its required parameters, in a command object. The command may then be executed immediately or held for later use.

Example:

protocol DoorCommand {
    func execute() -> String
}

final class OpenCommand: DoorCommand {
    let doors:String

    required init(doors: String) {
        self.doors = doors
    }
    
    func execute() -> String {
        return "Opened \(doors)"
    }
}

final class CloseCommand: DoorCommand {
    let doors:String

    required init(doors: String) {
        self.doors = doors
    }
    
    func execute() -> String {
        return "Closed \(doors)"
    }
}

final class HAL9000DoorsOperations {
    let openCommand: DoorCommand
    let closeCommand: DoorCommand
    
    init(doors: String) {
        self.openCommand = OpenCommand(doors:doors)
        self.closeCommand = CloseCommand(doors:doors)
    }
    
    func close() -> String {
        return closeCommand.execute()
    }
    
    func open() -> String {
        return openCommand.execute()
    }
}

Usage:

let podBayDoors = "Pod Bay Doors"
let doorModule = HAL9000DoorsOperations(doors:podBayDoors)

doorModule.open()
doorModule.close()

🎶 Interpreter

The interpreter pattern is used to evaluate sentences in a language.

Example


protocol IntegerExpression {
    func evaluate(_ context: IntegerContext) -> Int
    func replace(character: Character, integerExpression: IntegerExpression) -> IntegerExpression
    func copied() -> IntegerExpression
}

final class IntegerContext {
    private var data: [Character:Int] = [:]

    func lookup(name: Character) -> Int {
        return self.data[name]!
    }

    func assign(expression: IntegerVariableExpression, value: Int) {
        self.data[expression.name] = value
    }
}

final class IntegerVariableExpression: IntegerExpression {
    let name: Character

    init(name: Character) {
        self.name = name
    }

    func evaluate(_ context: IntegerContext) -> Int {
        return context.lookup(name: self.name)
    }

    func replace(character name: Character, integerExpression: IntegerExpression) -> IntegerExpression {
        if name == self.name {
            return integerExpression.copied()
        } else {
            return IntegerVariableExpression(name: self.name)
        }
    }

    func copied() -> IntegerExpression {
        return IntegerVariableExpression(name: self.name)
    }
}

final class AddExpression: IntegerExpression {
    private var operand1: IntegerExpression
    private var operand2: IntegerExpression

    init(op1: IntegerExpression, op2: IntegerExpression) {
        self.operand1 = op1
        self.operand2 = op2
    }

    func evaluate(_ context: IntegerContext) -> Int {
        return self.operand1.evaluate(context) + self.operand2.evaluate(context)
    }

    func replace(character: Character, integerExpression: IntegerExpression) -> IntegerExpression {
        return AddExpression(op1: operand1.replace(character: character, integerExpression: integerExpression),
                             op2: operand2.replace(character: character, integerExpression: integerExpression))
    }

    func copied() -> IntegerExpression {
        return AddExpression(op1: self.operand1, op2: self.operand2)
    }
}

Usage

var context = IntegerContext()

var a = IntegerVariableExpression(name: "A")
var b = IntegerVariableExpression(name: "B")
var c = IntegerVariableExpression(name: "C")

var expression = AddExpression(op1: a, op2: AddExpression(op1: b, op2: c)) // a + (b + c)

context.assign(expression: a, value: 2)
context.assign(expression: b, value: 1)
context.assign(expression: c, value: 3)

var result = expression.evaluate(context)

🍫 Iterator

The iterator pattern is used to provide a standard interface for traversing a collection of items in an aggregate object without the need to understand its underlying structure.

Example:

struct Novella {
    let name: String
}

struct Novellas {
    let novellas: [Novella]
}

struct NovellasIterator: IteratorProtocol {

    private var current = 0
    private let novellas: [Novella]

    init(novellas: [Novella]) {
        self.novellas = novellas
    }

    mutating func next() -> Novella? {
        defer { current += 1 }
        return novellas.count > current ? novellas[current] : nil
    }
}

extension Novellas: Sequence {
    func makeIterator() -> NovellasIterator {
        return NovellasIterator(novellas: novellas)
    }
}

Usage

let greatNovellas = Novellas(novellas: [Novella(name: "The Mist")] )

for novella in greatNovellas {
    print("I've read: \(novella)")
}

💐 Mediator

The mediator pattern is used to reduce coupling between classes that communicate with each other. Instead of classes communicating directly, and thus requiring knowledge of their implementation, the classes send messages via a mediator object.

Example

protocol Receiver {
    associatedtype MessageType
    func receive(message: MessageType)
}

protocol Sender {
    associatedtype MessageType
    associatedtype ReceiverType: Receiver
    
    var recipients: [ReceiverType] { get }
    
    func send(message: MessageType)
}

struct Programmer: Receiver {
    let name: String
    
    init(name: String) {
        self.name = name
    }
    
    func receive(message: String) {
        print("\(name) received: \(message)")
    }
}

final class MessageMediator: Sender {
    internal var recipients: [Programmer] = []
    
    func add(recipient: Programmer) {
        recipients.append(recipient)
    }
    
    func send(message: String) {
        for recipient in recipients {
            recipient.receive(message: message)
        }
    }
}

Usage

func spamMonster(message: String, worker: MessageMediator) {
    worker.send(message: message)
}

let messagesMediator = MessageMediator()

let user0 = Programmer(name: "Linus Torvalds")
let user1 = Programmer(name: "Avadis 'Avie' Tevanian")
messagesMediator.add(recipient: user0)
messagesMediator.add(recipient: user1)

spamMonster(message: "I'd Like to Add you to My Professional Network", worker: messagesMediator)

💾 Memento

The memento pattern is used to capture the current state of an object and store it in such a manner that it can be restored at a later time without breaking the rules of encapsulation.

Example

typealias Memento = [String: String]

Originator

protocol MementoConvertible {
    var memento: Memento { get }
    init?(memento: Memento)
}

struct GameState: MementoConvertible {

    private enum Keys {
        static let chapter = "com.valve.halflife.chapter"
        static let weapon = "com.valve.halflife.weapon"
    }

    var chapter: String
    var weapon: String

    init(chapter: String, weapon: String) {
        self.chapter = chapter
        self.weapon = weapon
    }

    init?(memento: Memento) {
        guard let mementoChapter = memento[Keys.chapter],
              let mementoWeapon = memento[Keys.weapon] else {
            return nil
        }

        chapter = mementoChapter
        weapon = mementoWeapon
    }

    var memento: Memento {
        return [ Keys.chapter: chapter, Keys.weapon: weapon ]
    }
}

Caretaker

enum CheckPoint {

    private static let defaults = UserDefaults.standard

    static func save(_ state: MementoConvertible, saveName: String) {
        defaults.set(state.memento, forKey: saveName)
        defaults.synchronize()
    }

    static func restore(saveName: String) -> Any? {
        return defaults.object(forKey: saveName)
    }
}

Usage

var gameState = GameState(chapter: "Black Mesa Inbound", weapon: "Crowbar")

gameState.chapter = "Anomalous Materials"
gameState.weapon = "Glock 17"
CheckPoint.save(gameState, saveName: "gameState1")

gameState.chapter = "Unforeseen Consequences"
gameState.weapon = "MP5"
CheckPoint.save(gameState, saveName: "gameState2")

gameState.chapter = "Office Complex"
gameState.weapon = "Crossbow"
CheckPoint.save(gameState, saveName: "gameState3")

if let memento = CheckPoint.restore(saveName: "gameState1") as? Memento {
    let finalState = GameState(memento: memento)
    dump(finalState)
}

👓 Observer

The observer pattern is used to allow an object to publish changes to its state. Other objects subscribe to be immediately notified of any changes.

Example

protocol PropertyObserver : class {
    func willChange(propertyName: String, newPropertyValue: Any?)
    func didChange(propertyName: String, oldPropertyValue: Any?)
}

final class TestChambers {

    weak var observer:PropertyObserver?

    private let testChamberNumberName = "testChamberNumber"

    var testChamberNumber: Int = 0 {
        willSet(newValue) {
            observer?.willChange(propertyName: testChamberNumberName, newPropertyValue: newValue)
        }
        didSet {
            observer?.didChange(propertyName: testChamberNumberName, oldPropertyValue: oldValue)
        }
    }
}

final class Observer : PropertyObserver {
    func willChange(propertyName: String, newPropertyValue: Any?) {
        if newPropertyValue as? Int == 1 {
            print("Okay. Look. We both said a lot of things that you're going to regret.")
        }
    }

    func didChange(propertyName: String, oldPropertyValue: Any?) {
        if oldPropertyValue as? Int == 0 {
            print("Sorry about the mess. I've really let the place go since you killed me.")
        }
    }
}

Usage

var observerInstance = Observer()
var testChambers = TestChambers()
testChambers.observer = observerInstance
testChambers.testChamberNumber += 1

🐉 State

The state pattern is used to alter the behaviour of an object as its internal state changes. The pattern allows the class for an object to apparently change at run-time.

Example

final class Context {
	private var state: State = UnauthorizedState()

    var isAuthorized: Bool {
        get { return state.isAuthorized(context: self) }
    }

    var userId: String? {
        get { return state.userId(context: self) }
    }

	func changeStateToAuthorized(userId: String) {
		state = AuthorizedState(userId: userId)
	}

	func changeStateToUnauthorized() {
		state = UnauthorizedState()
	}
}

protocol State {
	func isAuthorized(context: Context) -> Bool
	func userId(context: Context) -> String?
}

class UnauthorizedState: State {
	func isAuthorized(context: Context) -> Bool { return false }

	func userId(context: Context) -> String? { return nil }
}

class AuthorizedState: State {
	let userId: String

	init(userId: String) { self.userId = userId }

	func isAuthorized(context: Context) -> Bool { return true }

	func userId(context: Context) -> String? { return userId }
}

Usage

let userContext = Context()
(userContext.isAuthorized, userContext.userId)
userContext.changeStateToAuthorized(userId: "admin")
(userContext.isAuthorized, userContext.userId) // now logged in as "admin"
userContext.changeStateToUnauthorized()
(userContext.isAuthorized, userContext.userId)

💡 Strategy

The strategy pattern is used to create an interchangeable family of algorithms from which the required process is chosen at run-time.

Example


struct TestSubject {
    let pupilDiameter: Double
    let blushResponse: Double
    let isOrganic: Bool
}

protocol RealnessTesting: AnyObject {
    func testRealness(_ testSubject: TestSubject) -> Bool
}

final class VoightKampffTest: RealnessTesting {
    func testRealness(_ testSubject: TestSubject) -> Bool {
        return testSubject.pupilDiameter < 30.0 || testSubject.blushResponse == 0.0
    }
}

final class GeneticTest: RealnessTesting {
    func testRealness(_ testSubject: TestSubject) -> Bool {
        return testSubject.isOrganic
    }
}

final class BladeRunner {
    private let strategy: RealnessTesting

    init(test: RealnessTesting) {
        self.strategy = test
    }

    func testIfAndroid(_ testSubject: TestSubject) -> Bool {
        return !strategy.testRealness(testSubject)
    }
}

Usage


let rachel = TestSubject(pupilDiameter: 30.2,
                         blushResponse: 0.3,
                         isOrganic: false)

// Deckard is using a traditional test
let deckard = BladeRunner(test: VoightKampffTest())
let isRachelAndroid = deckard.testIfAndroid(rachel)

// Gaff is using a very precise method
let gaff = BladeRunner(test: GeneticTest())
let isDeckardAndroid = gaff.testIfAndroid(rachel)

📝 Template Method

The template method pattern defines the steps of an algorithm and allows the redefinition of one or more of these steps. In this way, the template method protects the algorithm, the order of execution and provides abstract methods that can be implemented by concrete types.

Example

protocol Garden {
    func prepareSoil()
    func plantSeeds()
    func waterPlants()
    func prepareGarden()
}

extension Garden {

    func prepareGarden() {
        prepareSoil()
        plantSeeds()
        waterPlants()
    }
}

final class RoseGarden: Garden {

    func prepare() {
        prepareGarden()
    }

    func prepareSoil() {
        print ("prepare soil for rose garden")
    }

    func plantSeeds() {
        print ("plant seeds for rose garden")
    }

    func waterPlants() {
       print ("water the rose garden")
    }
}

Usage


let roseGarden = RoseGarden()
roseGarden.prepare()

🏃 Visitor

The visitor pattern is used to separate a relatively complex set of structured data classes from the functionality that may be performed upon the data that they hold.

Example

protocol PlanetVisitor {
	func visit(planet: PlanetAlderaan)
	func visit(planet: PlanetCoruscant)
	func visit(planet: PlanetTatooine)
    func visit(planet: MoonJedha)
}

protocol Planet {
	func accept(visitor: PlanetVisitor)
}

final class MoonJedha: Planet {
    func accept(visitor: PlanetVisitor) { visitor.visit(planet: self) }
}

final class PlanetAlderaan: Planet {
    func accept(visitor: PlanetVisitor) { visitor.visit(planet: self) }
}

final class PlanetCoruscant: Planet {
	func accept(visitor: PlanetVisitor) { visitor.visit(planet: self) }
}

final class PlanetTatooine: Planet {
	func accept(visitor: PlanetVisitor) { visitor.visit(planet: self) }
}

final class NameVisitor: PlanetVisitor {
	var name = ""

	func visit(planet: PlanetAlderaan)  { name = "Alderaan" }
	func visit(planet: PlanetCoruscant) { name = "Coruscant" }
	func v

Design-Patterns-In-Swift (ochococo/Design-Patterns-In-Swift)

Searching Database…

What is this?A cheat-sheet collection of classic Gang of Four design patterns implemented in Swift 5.0, organized by Behavioral, Creational, and Structural categories.
Is it a library I import, or just reference code?It is not a library to import; it is a reference cheat-sheet plus an Xcode Playground file you open and read/experiment with directly.
How do I actually use this?Download or unzip the Design-Patterns.playground.zip and open it in Xcode to browse the live Example/Usage code for each pattern, or just read the README table of contents and jump to a pattern.
Do I need Xcode to try the examples?Yes, since the examples live in an Xcode Playground, you need Xcode installed to open and run the interactive examples.
Is this kept up to date with newer Swift versions?The repo is pinned to Swift 5.0 and an older Xcode 10.2 playground format, so examples may feel dated compared to current Swift syntax.
How is the list organized?Patterns are grouped into three classic GoF categories: Behavioral (e.g. Chain of Responsibility, Command, Observer), Creational (e.g. Abstract Factory, Builder, Singleton), and Structural (e.g. Adapter, Bridge, Decorator), each with an Example and Usage snippet.
Is there a Chinese version?Yes, a Chinese translation of the README exists, maintained separately by a contributor.
Who started this project?It was started by Oktawian Chojnacki (@nsmeme), with the Chinese translation maintained by @binglogo.
Can I regenerate the README and playground myself?Yes, the repo includes a script/process described in CONTRIBUTING.md to generate the README, Playground, and zip from source.
Creator
ochococo
Size
1.4 MB
Stars
15.2K
Updated
CommitJul 03
Age
12y
Commits · 90 Days