Observer pattern
The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods.
It is mainly used to implement distributed event handling systems, in "event driven" software. In those systems, the subject is usually called a "stream of events" or "stream source of events", while the observers are called "sink of events". The stream nomenclature simulates or adapts to a physical setup where the observers are physically separated and have no control over the emitted events of the subject/stream-source. This pattern then perfectly suits any process where data arrives through I/O, that is, where data is not available to the CPU at startup, but can arrive "randomly". Most modern languages have built-in "event" constructs which implement the observer pattern components. While not mandatory most 'observers' implementations will use background threads listening for subject events and other support mechanism from the kernel
Overview
The Observer design pattern is one of the twenty-three well-known "Gang of Four" design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.What problems can the Observer design pattern solve?
The Observer pattern addresses the following problems:- A one-to-many dependency between objects should be defined without making the objects tightly coupled.
- It should be ensured that when one object changes state an open-ended number of dependent objects are updated automatically.
- It should be possible that one object can notify an open-ended number of other objects.
because it couples the subject to particular dependent objects. Still it can make sense from a performance point of view or if the object implementation is tightly coupled.
Tightly coupled objects can be hard to implement in some scenarios, and hard to reuse because they refer to and know about many different objects with different interfaces.
In other scenarios tightly coupled objects can be a better option since the compiler will be able to detect errors at compile time and optimize the code at CPU instruction level.
What solution does the Observer design pattern describe?
- Define
Subject
andObserver
objects. - so that when a subject changes state, all registered observers are notified and updated automatically.
update
operation. The responsibility of observers is to register themselves on a subject and to update their state when they are notified.
This makes subject and observers loosely coupled.
Subject and observers have no explicit knowledge of each other.
Observers can be added and removed independently at run-time.
This notification-registration interaction is also known as publish-subscribe.
See also the UML class and sequence diagram below.
Strong vs. weak reference
The observer pattern can cause memory leaks, known as the lapsed listener problem, because in basic implementation it requires both explicit registration and explicit deregistration, as in the dispose pattern, because the subject holds strong references to the observers, keeping them alive. This can be prevented by the subject holding weak references to the observers.Coupling and typical pub-sub implementations
Typically, the observer pattern is implemented so the "subject" being "observed" is part of the object for which state changes are being observed. This type of implementation is considered "tightly coupled", forcing both the observers and the subject to be aware of each other and have access to their internal parts, creating possible issues of scalability, speed, message recovery and maintenance, the lack of flexibility in conditional dispersion, and possible hindrance to desired security measures. In some implementations of the publish-subscribe pattern, this is solved by creating a dedicated "message queue" server as an extra stage between the observer and the object being observed, thus decoupling the components. In these cases, the message queue server is accessed by the observers with the observer pattern, "subscribing to certain messages" knowing only about the expected message, while knowing nothing about the message sender itself; the sender also may know nothing about the observers. Other implementations of the publish-subscribe pattern, which achieve a similar effect of notification and communication to interested parties, do not use the observer pattern at all.In early implementations of multi-window operating systems like OS/2 and Windows, the terms "publish-subscribe pattern" and "event driven software development" were used as a synonym for the observer pattern.
The observer pattern, as described in the GoF book, is a very basic concept and does not address removing interest in changes to the observed "subject" or special logic to be done by the observed "subject" before or after notifying the observers. The pattern also does not deal with recording when change notifications are sent or guaranteeing that they are being received. These concerns are typically handled in message queueing systems of which the observer pattern is only a small part.
Related patterns: Publish–subscribe pattern, mediator, singleton.
Uncoupled
The observer pattern may be used in the absence of publish-subscribe, as in the case where model status is frequently updated. Frequent updates may cause the view to become unresponsive ; such observers should instead use a timer. Thus instead of being overloaded by change message, the observer will cause the view to represent the approximate state of the model at a regular interval. This mode of observer is particularly useful for progress bars, where the underlying operation's progress changes with several times per second.Structure
UML class and sequence diagram
In the above UML class diagram, theSubject
class does not update the state of dependent objects directly.Instead,
Subject
refers to the Observer
interface for updating state, which makes the Subject
independent of how the state of dependent objects is updated.The
Observer1
and Observer2
classes implement the Observer
interface by synchronizing their state with subject's state.The UML sequence diagram
shows the run-time interactions: The
Observer1
and Observer2
objects call attach
on Subject1
to register themselves. Assuming that the state of Subject1
changes,Subject1
calls notify
on itself.notify
calls update
onthe registered
Observer1
and Observer2
objects, which request the changed data from
Subject1
to update their state.UML class diagram
Example
While the library classes and exist, they have been deprecated in Java 9 because the model implemented was quite limited.Below is an example written in Java that takes keyboard input and treats each input line as an event. When a string is supplied from System.in, the method
notifyObservers
is then called, in order to notify all observers of the event's occurrence, in the form of an invocation of their 'update' methods.Java
import java.util.List;
import java.util.ArrayList;
import java.util.Scanner;
class EventSource
public class ObserverDemo
Kotlin
import java.util.Scanner
typealias Observer = -> Unit;
class EventSource
fun main
Delphi
uses
System.Generics.Collections
, System.SysUtils
;
type
IObserver = interface
procedure Update;
end;
type
TEdijsObserverManager = class
strict private
FObservers: TList
public
constructor Create; overload;
destructor Destroy; override;
procedure NotifyObservers;
procedure AddObserver;
procedure UnregisterObsrver;
end;
type
TListener = class
strict private
FName: string;
public
constructor Create; reintroduce;
procedure Update;
end;
procedure TEdijsObserverManager.AddObserver;
begin
if not FObservers.Contains then
FObservers.Add;
end;
constructor TEdijsObserverManager.Create;
begin
inherited Create;
FObservers := TList
end;
destructor TEdijsObserverManager.Destroy;
begin
FreeAndNil;
inherited;
end;
procedure TEdijsObserverManager.NotifyObservers;
var
i: Integer;
begin
for i := 0 to FObservers.Count - 1 do
FObservers.Update;
end;
procedure TEdijsObserverManager.UnregisterObsrver;
begin
if FObservers.Contains then
FObservers.Remove;
end;
constructor TListener.Create;
begin
inherited Create;
FName := AName;
end;
procedure TListener.Update;
begin
WriteLn;
end;
procedure TEdijsForm.ObserverExampleButtonClick;
var
_DoorNotify: TEdijsObserverManager;
_ListenerHusband: IObserver;
_ListenerWife: IObserver;
begin
_DoorNotify := TEdijsObserverManager.Create;
try
_ListenerHusband := TListener.Create;
_DoorNotify.AddObserver;
_ListenerWife := TListener.Create;
_DoorNotify.AddObserver;
_DoorNotify.NotifyObservers;
finally
FreeAndNil;
end;
end;
Output
Husband listener received notification: Someone is knocking on the door
Wife listener received notification: Someone is knocking on the door
Python
A similar example in Python:class Observable:
def __init__:
self._observers =
def register_observer:
self._observers.append
def notify_observers:
for observer in self._observers:
observer.notify
class Observer:
def __init__:
observable.register_observer
def notify:
subject = Observable
observer = Observer
subject.notify_observers
C#
public class Payload
public class Subject : IObservable
public class Unsubscriber : IDisposable
public class Observer : IObserver
JavaScript
Libraries and frameworks exist for JavaScript to utilize the observer pattern. One such library is seen below.// import the fromEvent operator
import from 'rxjs';
// grab button reference
const button = document.getElementById;
// create an observable of button clicks
const myObservable = fromEvent;
// for now, let's just log the event on each click
const subscription = myObservable.subscribe;