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Scala Design Patterns

You're reading from   Scala Design Patterns Write efficient, clean, and reusable code with Scala

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781785882500
Length 382 pages
Edition 1st Edition
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Author (1):
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Ivan Nikolov Ivan Nikolov
Author Profile Icon Ivan Nikolov
Ivan Nikolov
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Table of Contents (14) Chapters Close

Preface 1. The Design Patterns Out There and Setting Up Your Environment FREE CHAPTER 2. Traits and Mixin Compositions 3. Unification 4. Abstract and Self Types 5. Aspect-Oriented Programming and Components 6. Creational Design Patterns 7. Structural Design Patterns 8. Behavioral Design Patterns – Part 1 9. Behavioral Design Patterns – Part 2 10. Functional Design Patterns – The Deep Theory 11. Functional Design Patterns – Applying What We Learned 12. Real-Life Applications Index

The memento design pattern


Depending on the software we are writing, we might have a requirement to be able to restore the state of an object back to its previous state. The purpose of the memento design pattern is to:

Note

Provide the ability to execute an undo action in order to restore an object to a previous state.

The original memento design pattern is implemented with the help of three main objects:

  • Originator: The object whose state we want to be able to restore

  • Caretaker: The object that triggers the changes to the originator object and uses the memento objects for rollback, if needed

  • Memento: The object that carries the actual state of the originator and can be used to restore to one of the previous states

It is important to know that the memento object can be handled only by the originator. The caretaker and all other classes can just store it and nothing else.

Class diagram

A classical example of the memento design pattern that comes to mind is text editors. We can always undo whatever...

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