Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
Object-oriented design encourages the distribution of behavior among objects. Such distribution can result in an object structure with many connections between objects; in the worst case, every object ends up knowing about every other.
Though partitioning a system into many objects generally enhances reusability, proliferating interconnections tend to reduce it again. Lots of interconnections make it less likely that an object can work without the support of othersthe system acts as though it were monolithic. Moreover, it can be difficult to change the system's behavior in any significant way, since behavior is distributed among many objects. As a result, you may be forced to define many subclasses to customize the system's behavior.
As an example, consider the implementation of dialog boxes in a graphical user interface. A dialog box uses a window to present a collection of widgets such as buttons, menus, and entry fields, as shown here:
Often there are dependencies between the widgets in the dialog. For example, a button gets disabled when a certain entry field is empty. Selecting an entry in a list of choices called a list box might change the contents of an entry field. Conversely, typing text into the entry field might automatically select one or more corresponding entries in the list box. Once text appears in the entry field, other buttons may become enabled that let the user do something with the text, such as changing or deleting the thing to which it refers.
Different dialog boxes will have different dependencies between widgets. So even though dialogs display the same kinds of widgets, they can't simply reuse stock widget classes; they have to be customized to reflect dialog-specific dependencies. Customizing them individually by subclassing will be tedious, since many classes are involved.
You can avoid these problems by encapsulating collective behavior in a separate mediator object. A mediator is responsible for controlling and coordinating the interactions of a group of objects. The mediator serves as an intermediary that keeps objects in the group from referring to each other explicitly. The objects only know the mediator, thereby reducing the number of interconnections.
For example, FontDialogDirector can be the mediator between the widgets in a dialog box. A FontDialogDirector object knows the widgets in a dialog and coordinates their interaction. It acts as a hub of communication for widgets:
The following interaction diagram illustrates how the objects cooperate to handle a change in a list box's selection:
Here's the succession of events by which a list box's selection passes to an entry field:
Note how the director mediates between the list box and the entry field. Widgets communicate with each other only indirectly, through the director. They don't have to know about each other; all they know is the director. Furthermore, because the behavior is localized in one class, it can be changed or replaced by extending or replacing that class.
Here's how the FontDialogDirector abstraction can be integrated into a class library:
DialogDirector is an abstract class that defines the overall behavior of a dialog. Clients call the ShowDialog operation to display the dialog on the screen. CreateWidgets is an abstract operation for creating the widgets of a dialog. WidgetChanged is another abstract operation; widgets call it to inform their director that they have changed. DialogDirector subclasses override CreateWidgets to create the proper widgets, and they override WidgetChanged to handle the changes.
Use the Mediator pattern when
A typical object structure might look like this:
The Mediator pattern has the following benefits and drawbacks:
The following implementation issues are relevant to the Mediator pattern:
Another approach defines a specialized notification interface in Mediator that lets colleagues be more direct in their communication. Smalltalk/V for Windows uses a form of delegation: When communicating with the mediator, a colleague passes itself as an argument, allowing the mediator to identify the sender. The Sample Code uses this approach, and the Smalltalk/V implementation is discussed further in the Known Uses.
We'll use a DialogDirector to implement the font dialog box shown in
the Motivation. The abstract class DialogDirector
defines
the interface for directors.
class DialogDirector { public: virtual ~DialogDirector(); virtual void ShowDialog(); virtual void WidgetChanged(Widget*) = 0; protected: DialogDirector(); virtual void CreateWidgets() = 0; };
Widget
is the abstract base class for widgets. A
widget knows its director.
class Widget { public: Widget(DialogDirector*); virtual void Changed(); virtual void HandleMouse(MouseEvent& event); // ... private: DialogDirector* _director; };
Changed
calls the director's WidgetChanged
operation. Widgets call WidgetChanged
on their director to
inform it of a significant event.
void Widget::Changed () { _director->WidgetChanged(this); }
Subclasses of DialogDirector
override
WidgetChanged
to affect the appropriate widgets. The widget
passes a reference to itself as an argument to WidgetChanged
to let the director identify the widget that changed.
DialogDirector
subclasses redefine the
CreateWidgets
pure virtual to construct the widgets in the
dialog.
The ListBox
, EntryField
, and Button
are
subclasses of Widget
for specialized user interface
elements. ListBox
provides a GetSelection
operation to get the current selection, and EntryField
's
SetText
operation puts new text into the field.
class ListBox : public Widget { public: ListBox(DialogDirector*); virtual const char* GetSelection(); virtual void SetList(List<char*>* listItems); virtual void HandleMouse(MouseEvent& event); // ... }; class EntryField : public Widget { public: EntryField(DialogDirector*); virtual void SetText(const char* text); virtual const char* GetText(); virtual void HandleMouse(MouseEvent& event); // ... };
Button
is a simple widget that calls Changed
whenever it's pressed. This gets done in its implementation of
HandleMouse
:
class Button : public Widget { public: Button(DialogDirector*); virtual void SetText(const char* text); virtual void HandleMouse(MouseEvent& event); // ... }; void Button::HandleMouse (MouseEvent& event) { // ... Changed(); }
The FontDialogDirector
class mediates between widgets in the
dialog box. FontDialogDirector
is a subclass of
DialogDirector
:
class FontDialogDirector : public DialogDirector { public: FontDialogDirector(); virtual ~FontDialogDirector(); virtual void WidgetChanged(Widget*); protected: virtual void CreateWidgets(); private: Button* _ok; Button* _cancel; ListBox* _fontList; EntryField* _fontName; };
FontDialogDirector
keeps track of the widgets it displays. It
redefines
CreateWidgets
to create the widgets and initialize its
references to them:
void FontDialogDirector::CreateWidgets () { _ok = new Button(this); _cancel = new Button(this); _fontList = new ListBox(this); _fontName = new EntryField(this); // fill the listBox with the available font names // assemble the widgets in the dialog }
WidgetChanged
ensures that the widgets work together properly:
void FontDialogDirector::WidgetChanged ( Widget* theChangedWidget ) { if (theChangedWidget == _fontList) { _fontName->SetText(_fontList->GetSelection()); } else if (theChangedWidget == _ok) { // apply font change and dismiss dialog // ... } else if (theChangedWidget == _cancel) { // dismiss dialog } }
The complexity of WidgetChanged
increases proportionally
with the complexity of the dialog. Large dialogs are undesirable for
other reasons, of course, but mediator complexity might mitigate the
pattern's benefits in other applications.
Both ET++ [WGM88] and the THINK C class library [Sym93b] use director-like objects in dialogs as mediators between widgets.
The application architecture of Smalltalk/V for Windows is based on a mediator structure [LaL94]. In that environment, an application consists of a Window containing a set of panes. The library contains several predefined Pane objects; examples include TextPane, ListBox, Button, and so on. These panes can be used without subclassing. An application developer only subclasses from ViewManager, a class that's responsible for doing inter-pane coordination. ViewManager is the Mediator, and each pane only knows its view manager, which is considered the "owner" of the pane. Panes don't refer to each other directly.
The following object diagram shows a snapshot of an application at run-time:
Smalltalk/V uses an event mechanism for Pane-ViewManager
communication. A pane generates an event when it wants to get
information from the mediator or when it wants to inform the mediator
that something significant happened. An event defines a symbol (e.g.,
#select
) that identifies the event. To handle the event, the
view manager registers a method selector with the pane. This selector
is the event's handler; it will be invoked whenever the event occurs.
The following code excerpt shows how a ListPane object gets created inside
a ViewManager subclass and how ViewManager registers an event handler
for the #select
event:
self addSubpane: (ListPane new paneName: 'myListPane'; owner: self; when: #select perform: #listSelect:).
Another application of the Mediator pattern is in coordinating complex updates. An example is the ChangeManager class mentioned in Observer (293). ChangeManager mediates between subjects and observers to avoid redundant updates. When an object changes, it notifies the ChangeManager, which in turn coordinates the update by notifying the object's dependents.
A similar application appears in the Unidraw drawing framework [VL90] and uses a class called CSolver to enforce connectivity constraints between "connectors." Objects in graphical editors can appear to stick to one another in different ways. Connectors are useful in applications that maintain connectivity automatically, like diagram editors and circuit design systems. CSolver is a mediator between connectors. It solves the connectivity constraints and updates the connectors' positions to reflect them.
Facade (185) differs from Mediator in that it abstracts a subsystem of objects to provide a more convenient interface. Its protocol is unidirectional; that is, Facade objects make requests of the subsystem classes but not vice versa. In contrast, Mediator enables cooperative behavior that colleague objects don't or can't provide, and the protocol is multidirectional.
Colleagues can communicate with the mediator using the Observer (293) pattern.