Welcome to the third lesson of our "Applying Design Patterns for Real World Problems using Scala" course! In this lesson, we'll delve into two powerful design patterns: the Command pattern and the Decorator pattern. These patterns will empower you to design a robust and flexible smart home automation and lighting control system in Scala 3. Let's embark on this journey to create a system that’s as adaptable as it is efficient! 🚀
Here's a brief overview of what we'll be doing in this lesson:
-
Basic Setup:
- Abstract Device: Define a trait
Deviceand create specific device classes (Light,Fan) that extend from it. - Factory Method: Leverage companion objects to serve as factories for generating instances of these devices.
- Abstract Device: Define a trait
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Command Pattern:
- Purpose: Encapsulates a request as an object, facilitating parameterization, queuing, logging, and support for undoable operations.
- Components:
- Define a
Commandtrait and concrete command classes (LightOnCommand,LightOffCommand). - Implement a
RemoteControlclass for command executions.
- Define a
-
Decorator Pattern:
- Purpose: Dynamically adds functionalities to existing objects without altering their structure.
- Components:
- Use a decorator class (
ColoredLight) to add color capabilities to aLightdevice.
- Use a decorator class (
Let’s dive into the Scala code and bring these patterns to life! 🎉
Let's start by defining the devices we'll be working with. We'll create a trait Device and extend it with concrete device classes Light and Fan.
This code defines the foundational elements of our smart home system:
- The
Devicetrait establishes a common interface withon()andoff()methods. - The
Lightclass extendsDevicewith basic functionality to turn the light on and off. - The
Fanclass extendsDeviceand adds the ability to set the fan's speed through thesetSpeed()method.
