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Strategy
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==Defenition==
Objects can be assigned to algorithms on runtime.
The strategy pattern is useful for situations where it is necessary to dynamically swap the algorithms used in an application. The strategy pattern is intended to provide a means to define a family of algorithms, encapsulate each one as an object, and make them interchangeable. The strategy pattern lets the algorithms vary independently from clients that use them.
'''Drawbacks in using Strategy Pattern'''
#The application must be aware of all the strategies to select the right one for the right situation.
#Strategy and Context classes may be tightly coupled. The Context must supply the relevant data to the Strategy for implementing the algorithm and sometimes, all the data passed by the Context may not be relevant to all the Concrete Strategies.
#Context and the Strategy classes normally communicate through the interface specified by the abstract Strategy base class. Strategy base class must expose interface for all the required behaviors, which some concrete Strategy classes might not implement.
#In most cases, the application configures the Context with the required Strategy object. Therefore, the application needs to create and maintain two objects in place of one.
#Since, the Strategy object is created by the application in most cases; the Context has no control on lifetime of the Strategy object. However, the Context can make a local copy of the Strategy object. But, this increases the memory requirement and has a sure performance impact.
==Code Sample==
Strategy Method in the .NET Framework that works with ArryList.<br>
By default the QuickSort algorithm is used to sort item in the list.
Some times there is a need to use a different sort algorithm there is a overload of sort that takes an IComparer.
<br>
<br><pre>
class CoolComparer : IComparer
{
#region IComparer Members
public int Compare(object x, object y)
{
// TODO: implementation
return 0;
}
#endregion
}
class SlowComparer: IComparer
{
#region IComparer Members
public int Compare(object x, object y)
{
// TODO: implementation
return 0;
}
#endregion
}
items.Add("One");
items.Add("Two");
items.Add("Three");