Memento pattern

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The memento pattern is a software design pattern that exposes the private internal state of an object. One example of how this can be used is to restore an object to its previous state (undo via rollback), another is versioning, another is custom serialization. The memento pattern is implemented with three objects: the originator, a caretaker and a memento. The originator is some object that has an internal state. The caretaker is going to do something to the originator, but wants to be able to undo the change. The caretaker first asks the originator for a memento object. Then it does whatever operation (or sequence of operations) it was going to do. To roll back to the state before the operations, it returns the memento object to the originator. The memento object itself is an opaque object (one which the caretaker cannot, or should not, change). When using this pattern, care should be taken if the originator may change other objects or resources—the memento pattern operates on a single object. Classic examples of the memento pattern include a pseudorandom number generator (each consumer of the PRNG serves as a caretaker who can initialize the PRNG (the originator) with the same seed (the memento) to produce an identical sequence of pseudorandom numbers) and the state in a finite state machine.

Structure

UML class and sequence diagram

In the above UML class diagram, the class refers to the class for saving and restoring originator's internal state. The class implements (1) by creating and returning a object that stores originator's current internal state and (2) by restoring state from the passed in object. The UML sequence diagram shows the run-time interactions: (1) Saving originator's internal state: The object calls on the object, which creates a object, saves its current internal state, and returns the to the. (2) Restoring originator's internal state: The calls on the object and specifies the object that stores the state that should be restored. The gets the state from the to set its own state.

Java example

The following Java program illustrates the "undo" usage of the memento pattern. The output is: Originator: Setting state to State1 Originator: Setting state to State2 Originator: Saving to Memento. Originator: Setting state to State3 Originator: Saving to Memento. Originator: Setting state to State4 Originator: State after restoring from Memento: State3 This example uses a String as the state, which is an immutable object in Java. In real-life scenarios the state will almost always be a mutable object, in which case a copy of the state must be made. It must be said that the implementation shown has a drawback: it declares an internal class. It would be better if this memento strategy could apply to more than one originator. There are mainly three other ways to achieve Memento:

C# example

The memento pattern allows one to capture the internal state of an object without violating encapsulation such that later one can undo/revert the changes if required. Here one can see that the memento object is actually used to revert the changes made in the object.

Python example

Javascript example

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