Book Image

Mastering PHP Design Patterns

By : Junade Ali
Book Image

Mastering PHP Design Patterns

By: Junade Ali

Overview of this book

Design patterns are a clever way to solve common architectural issues that arise during software development. With an increase in demand for enhanced programming techniques and the versatile nature of PHP, a deep understanding of PHP design patterns is critical to achieve efficiency while coding. This comprehensive guide will show you how to achieve better organization structure over your code through learning common methodologies to solve architectural problems. You’ll also learn about the new functionalities that PHP 7 has to offer. Starting with a brief introduction to design patterns, you quickly dive deep into the three main architectural patterns: Creational, Behavioral, and Structural popularly known as the Gang of Four patterns. Over the course of the book, you will get a deep understanding of object creation mechanisms, advanced techniques that address issues concerned with linking objects together, and improved methods to access your code. You will also learn about Anti-Patterns and the best methodologies to adopt when building a PHP 7 application. With a concluding chapter on best practices, this book is a complete guide that will equip you to utilize design patterns in PHP 7 to achieve maximum productivity, ensuring an enhanced software development experience.
Table of Contents (14 chapters)
Mastering PHP Design Patterns
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

FlyWeight


Like in real life, not all objects are easy to create, and some can take up excessive amounts of memory. The FlyWeight design pattern can help us minimize memory usage by sharing as much data as possible with similar objects.

This design pattern has limited use in most PHP applications, but it is still worth knowing it for the odd situation where it is incredibly useful.

Suppose we have a Shape interface with a draw method:

<?php 
 
interface Shape 
{ 
  public function draw(); 
} 

Let's create a Circle class that implements this interface. When implementing this, we build the ability to set the location of a circle with X and Y co-ordinates. We also create the ability to set the circle's radius and draw it (print out this information). Note how the color characteristic is set outside the class.

There's a very important reason for this. In our example, the color is state-independent; it is an intrinsic part of the circle. The location and size of the...