As we continue our smart home system project, this unit will focus on two design patterns: the Command pattern and the Decorator pattern. These patterns will help us create a flexible and expandable system for automation and lighting control.
-
Basic Setup:
- Abstract Device: Define an abstract class
Device
and derive specific device classes (Light
,Fan
) from it. - Factory Method: Implement factory classes to generate instances of these devices.
- Abstract Device: Define an abstract class
-
Command Pattern:
- Purpose: Encapsulates a request as an object, allowing for parameterization, queuing, logging of requests, and support for undoable operations.
- Components:
- Define a
ICommand
interface and concrete command classes (LightOnCommand
,LightOffCommand
). - Implement a
RemoteControl
class to execute commands.
- Define a
-
Decorator Pattern:
- Purpose: Adds additional functionalities dynamically to existing objects without altering their structure.
- Components:
- Define a decorator class (
ColoredLight
) to add color functionalities to aLight
device.
- Define a decorator class (
Let’s move forward and start implementing these patterns.
Before diving into the design patterns, we need to define the devices we'll be working with. We'll start by defining an abstract class Device
. Then, create specific device classes Light
and Fan
that inherit from Device
.
C#1// Abstract Product 2public abstract class Device 3{ 4 public abstract void On(); 5 public abstract void Off(); 6} 7 8// Concrete Device Light 9public class Light : Device 10{ 11 public override void On() => Console.WriteLine("Light is on."); 12 public override void Off() => Console.WriteLine("Light is off."); 13} 14 15// Concrete Device Fan 16public class Fan : Device 17{ 18 private int speed; 19 public override void On() => Console.WriteLine("Fan is on."); 20 public override void Off() => Console.WriteLine("Fan is off."); 21 public void SetSpeed(int speed) 22 { 23 this.speed = speed; 24 Console.WriteLine($"Fan speed set to {speed}."); 25 } 26}
Next, implement a factory class to generate instances of these devices.
C#1public abstract class DeviceFactory 2{ 3 public abstract Device CreateDevice(); 4} 5 6public class LightFactory : DeviceFactory 7{ 8 public override Device CreateDevice() => new Light(); 9} 10 11public class FanFactory : DeviceFactory 12{ 13 public override Device CreateDevice() => new Fan(); 14}
Now, we'll use the Command pattern to create flexible automation commands. For that, let's define a ICommand
interface and the concrete command classes.
C#1public interface ICommand 2{ 3 void Execute(); 4} 5 6public class LightOnCommand : ICommand 7{ 8 private Device device; 9 10 public LightOnCommand(Device device) 11 { 12 this.device = device; 13 } 14 15 public void Execute() => device.On(); 16} 17 18public class LightOffCommand : ICommand 19{ 20 private Device device; 21 22 public LightOffCommand(Device device) 23 { 24 this.device = device; 25 } 26 27 public void Execute() => device.Off(); 28}
Let's also implement the remote control to execute commands.
C#1public class RemoteControl 2{ 3 private ICommand? command; 4 5 public void SetCommand(ICommand command) 6 { 7 this.command = command; 8 } 9 10 public void PressButton() 11 { 12 if (command != null) 13 { 14 command.Execute(); 15 } 16 } 17}
Now, let's use the RemoteControl
class in the Main
program.
C#1public class Program 2{ 3 static void Main() 4 { 5 // Create a light factory to instantiate Light devices 6 DeviceFactory lightFactory = new LightFactory(); 7 Device light = lightFactory.CreateDevice(); 8 9 // Create command instances for turning the light on and off 10 ICommand lightOn = new LightOnCommand(light); 11 ICommand lightOff = new LightOffCommand(light); 12 13 // Set commands in the remote control 14 RemoteControl remote = new RemoteControl(); 15 remote.SetCommand(lightOn); 16 17 // Simulate pressing the button on the remote control 18 remote.PressButton(); // Output: Light is on. 19 remote.SetCommand(lightOff); 20 remote.PressButton(); // Output: Light is off. 21 } 22}
Next, we'll apply the Decorator pattern to enhance our lighting system. We'll define a decorator class ColoredLight
to add color functionalities to a Light
device.
C#1public class ColoredLight : Device 2{ 3 private Device light; 4 private string color; 5 6 public ColoredLight(Device light, string color) 7 { 8 this.light = light; 9 this.color = color; 10 } 11 12 public override void On() 13 { 14 light.On(); 15 Console.WriteLine($"Light color changed to {color}."); 16 } 17 18 public override void Off() 19 { 20 light.Off(); 21 } 22}
Finally, we can use the decorator to add functionalities to devices.
C#1public class Program 2{ 3 static void Main() 4 { 5 // Create a light factory 6 DeviceFactory lightFactory = new LightFactory(); 7 Device light = lightFactory.CreateDevice(); 8 9 // Decorate the light with red color 10 Device redLight = new ColoredLight(light, "Red"); 11 // Ensure each ColoredLight has its own base device 12 Device blueLight = new ColoredLight(lightFactory.CreateDevice(), "Blue"); 13 14 redLight.On(); // Output: Light is on. Light color changed to Red. 15 redLight.Off(); // Output: Light is off. 16 blueLight.On(); // Output: Light is on. Light color changed to Blue. 17 blueLight.Off(); // Output: Light is off. 18 } 19}
By using the Command and Decorator design patterns, we have crafted a smart home system that is modular and flexible. These patterns enable you to extend functionality and dynamically add features without modifying the core structure.
Now it's your turn—get hands-on by implementing these patterns yourself. Let's bring your smart home system to life!