Memento

Description: The Memento design pattern is a technique that allows capturing and storing the internal state of an object without violating its encapsulation, so that this state can be restored later. This pattern is particularly useful in situations where undo or redo actions are required, such as in applications ranging from text editors to graphic design tools and games. The Memento consists of three main elements: the ‘Originator’, which is the object whose state is to be saved; the ‘Memento’, which is the object that stores the state of the ‘Originator’; and the ‘Caretaker’, which is responsible for managing the lifecycle of the ‘Memento’. This pattern promotes the separation of responsibilities, allowing the ‘Originator’ to focus on its core functionality while the ‘Caretaker’ handles state persistence. Additionally, using the Memento pattern facilitates the implementation of functionalities like undo and redo, enhancing the user experience when interacting with complex applications. In summary, the Memento pattern is a powerful tool in software design that allows for efficient management of object states, contributing to the creation of more robust and user-friendly applications.

History: The Memento pattern was introduced in the book ‘Design Patterns: Elements of Reusable Object-Oriented Software’ published in 1994 by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, known as the ‘Gang of Four’. This book is considered a milestone in the field of software design, as it systematized and documented design patterns that had been used informally in object-oriented programming. Since its introduction, the Memento pattern has been widely adopted in various software applications, especially those requiring state management of objects.

Uses: The Memento pattern is primarily used in applications that require undo and redo functionality, such as text editors, graphic design software, and video games. It allows developers to implement a state management system that enhances user experience by enabling them to revert unwanted changes or return to previous states of the application. It is also used in version control systems and in applications where recovering previous states is crucial.

Examples: A practical example of the Memento pattern can be found in applications like text editors, where users can undo and redo changes. Another example is in graphic design tools, where users can revert to previous states of their work. In the realm of video games, many games allow players to save their progress and return to a previous point if they wish to revert actions.

  • Rating:
  • 0

Deja tu comentario

Your email address will not be published. Required fields are marked *

PATROCINADORES

Glosarix on your device

Install
×
Enable Notifications Ok No