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Gemovol
11 min readJan 23, 2021

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There are 23 classic design patterns described in the original book Design Patterns: Elements of Reusable Object-Oriented Software. These patterns provide solutions to particular problems often repeated in software development.

In this article, I am going to describe how the Observer pattern works and when it should be applied.

Observer: Basic Idea

Wikipedia provides us with the following definition:

“The observer pattern is a software design pattern in which an object, named 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.” — Wikipedia

On the other hand, the definition provided by the original book goes as follows:

“Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.”

On many occasions, we need to communicate with system objects without coupling them either at the code or communication mechanism level. Should we have a group of objects (observers) that are required to be aware of the state of another object (observable), there are different techniques for carrying out the communication between them. The most popular techniques are:

  1. Busy waiting — A process repeatedly verifies a condition. In our case, it would be an observer constantly checking whether or not the observable’s condition has changed. This strategy could be a valid solution in certain cases, but it isn’t an adequate solution for our scenario since it would imply having several processes (observers) consuming resources without performing any operations, causing an exponential performance decrease in the number of existing observers.
  2. Polling — In this case, the query operation is performed with a small window of time between operations. This is an attempt to implement synchronism between processes. However, we can once again appreciate degradation in the system’s performance. Furthermore, depending on the time set between each query, the information can be so delayed that it might be invalid, causing a waste of resources.

The following codes show implementations of these techniques.

  • Busy waiting:
while(!condition){
// Query
if(isQueryValid) condition = true;
}
  • Polling:

Although it isn’t the goal of this post, it’s a good idea to understand the two alternative techniques to this design pattern. Therefore, in a nutshell, the difference between the active wait and polling techniques is that the query operation is performed all the time in the former, while there are intervals of time where the operation isn’t executed in the latter.

  • Busy waiting:
while(resourceIsNotReady()){
//Do nothing
}
  • Polling:
while(resourceIsNotReady()){
Sleep(1000); // 1000 or anytime
}

The Observer pattern allows us to achieve a more efficient and less coupled code since it avoids the previously mentioned issue. It also has other advantages regarding code maintainability. Here is the UML pattern of this pattern:

UML diagram from the book Design Patterns: Elements of Reusable Object-Oriented Software.

These are the classes that comprise this pattern:

  • Subject is the interface that every observed class implements. This interface contains the attach and detach methods that allow us to add and remove observers from the class. It also contains a notify method that is responsible for notifying all of the observers that a change has occurred in the observed. Also, all of the subjects store references of the objects that observe them (observers).
  • Observer is the interface that all of the ConcreteObservers implement. In this interface, the update method is defined and contains the business logic to be executed by each observer upon receiving the change notification from the Subject.
  • ConcreteSubject is the concrete implementation of the Subject class.
    This class defines the state of the SubjectState application that must be notified when a change occurs. For this reason, the accessor methods (getState and setState) are usually implemented since they manipulate the state. This class is also responsible for sending the notification to all of its observers when the state changes.
  • ConcreteObserver is the class that models each of the concrete observers. In this class, the update method belonging to the Observer interface is implemented. It is responsible for consistently maintaining its state, which is responsible for keeping its state consistent with the subject objects it is observing.

Nowadays, there’s a family of libraries known as Reactive Extensions or ReactiveX that have made this design pattern popular. The Reactive extensions make use of two design patterns:

  1. Observer
  2. Iterator.

They also have a group of operators that use functional programming. These are some of the most popular Reactive extensions:

In these implementations, there are differences in the naming of classes and methods. The following names are the most extended:

  1. Subscriber corresponds with the class Observer.

2. ConcreteSubscribers correspond with the classes ConcreteObservers.

3. The Subject class is maintained. The attach and detach methods are renamed to subscribe and unsubscribe.

4. The ConcreteSubjects classes are concrete implementations, like BehaviorSubject, ReplaySubject, or AsyncSubject.

Observer Pattern: Communication Strategies

There are two communication strategies between Subjects (observables) and Observers (observers) in the Observer pattern:

  • Pull — In this model, the subject sends the minimum information to the observer and they are responsible for making inquiries to obtain more details. This model focuses on the fact that the Subject ignores the observer.
  • Push — In this model, the subject sends the greatest amount of information to the observer that the change produced, regardless of whether they wanted it or not. In this model, the Subject knows the needs of each of its observers in-depth.

Although it may seem a priori that the push communication technique is less reusable due to the fact that the Subject must have knowledge about the observer, this is not always the case. On the other hand, the pull-based communication technique can be inefficient because the observer has to figure out what changed without help from the Subject.

Observer Pattern: When To Use It

  1. When there is a one-to-many dependency between system objects so that when the object changes state, all dependent objects need to be notified automatically.
  2. You do not want to use busy waiting and polling to update observers.
  3. Decouple the dependencies between the Subject objects (observables) and the Observers (observers), allowing you to respect the Open-Closed Principle.

Observer Pattern: Advantages and Disadvantages

The Observer pattern has a number of advantages that can be summarized in the following points:

  • The code is more maintainable because it is less coupled between the observable classes and their dependencies (the observers).
  • Clean code. The Open-Closed Principle is guaranteed since the new observers (subscribers) can be introduced without breaking the existing code in the observable (and vice versa).
  • Cleaner code. The Single Responsibility Principle (SRP) is respected since the responsibility of each observer is transferred to its update method instead of having that business logic in the Observable object.

Note: Relationships between objects can be established at runtime rather than at compile time.

However, the main drawback of the Observer pattern — like most design patterns — is that there is an increase in code complexity and the number of classes required for the code. With that said, this disadvantage is well known when applying design patterns since it’s the price to pay for gaining abstraction in the code.

Observer Pattern Examples

Next, we are going to illustrate two examples of the Observer pattern:

  1. The basic structure of the Observer pattern. In this example, we are going to translate the theoretical UML diagram into TypeScript code to identify each of the classes involved in the pattern.
  2. An auction system in which there is an object (subject) that emits the change produced (push technique) in the price of a product that is being auctioned to all observers (observer) interested in acquiring that product. Every time the price of the product auction increases because some observador has increased the bid, it is notified to all observers.

The following examples will show the implementation of this pattern using TypeScript. We have chosen TypeScript to carry out this implementation rather than JavaScript. The latter lacks interfaces or abstract classes, so the responsibility of implementing both the interface and the abstract class would fall on the developer.

Example 1: Basic Structure of the Observer Pattern

In this first example, we’re going to translate the theoretical UML diagram into TypeScript to test the potential of this pattern. This is the diagram to be implemented:

UML diagram from the book Design Patterns: Elements of Reusable Object-Oriented Software.

First, we are going to define the interface (Subject) of our problem. Being an interface, all the methods that must be implemented in all the specific Subject are defined. In our case, there is only one: ConcreteSubject. The Subject interface defines the three methods necessary to comply with this pattern: attach, detach, and notify. The attach and detach methods receive the observer as a parameter that will be added or removed in the Subject data structure.

Subject

There can be as many ConcreteSubjects as we need in our problem. As this problem is the basic scheme of the Observer pattern, we only need a single ConcreteSubject. In this first problem, the state that is observed is the state attribute, which is of type number. On the other hand, all observers are stored in an array called observer. The attach and detach methods check whether or not the observer is previously in the data structure to add or remove it from it. Finally, the notify method is in charge of invoking the update method of all the observers that are observing the Subject.

Objects of the ConcreteSubject class perform some task related to the specific business logic of each problem. In this example, there is a method called operation that is in charge of modifying the state and invoking the notify method.

ConcreteSubject

The other piece of this design pattern is the observer. Therefore, let’s start by defining the Observer interface, which only needs to define the update method that is in charge of executing every time an observer is notified that a change has occurred.

Observer

Each class that implements this interface must include its business logic in the update method. In this example, two ConcreteObservers have been defined. They will perform actions according to the Subject’s state. The following code shows two concrete implementations for two different types of observers: ConcreteObserverA and ConcreteObserverB.

ConcreteObserverA

ConcreteObserverB

Finally, we define our Client or Context class that makes use of this pattern. In the following code, the necessary classes to simulate the use of Subject and Observer are implemented:

Example 2: Auctions Using Observer

In this example, we’re going to use the Observer pattern to simulate an auction house in which a group of auctioneers (Auctioneer) bid for different products (product). The auction is directed by an agent (Agent). All of our auctioneers need to be notified each time one of them increases their bid so that they can decide whether to continue bidding or to retire.

Like we did in the previous example, let’s begin by taking a look at the UML diagram that is going to help us identify each of the parts that this pattern is composed of.

Observer pattern

The product that is being auctioned is the Subject’s state, and all of the observers await notifications whenever it changes. Therefore, the product class is comprised of three attributes: price, name, and auctionner (the auctioneer that is assigned the product).

Product

The Agent is the interface that defines the methods for managing the group of Auctioneers and notifying them that the bid on the auctioned product has changed. In this case, the attach and detach methods have been renamed to subscribe and unsubscribe.

Agent

The concrete implementation of the Agent interface is performed by the ConcreteAgent class. As well as the three methods previously described that have a very similar behavior to the one presented in the previous example, the bidUp method has been implemented. After making some checks on the auctioneer’s bid, it assigns it as valid and notifies all of the auctioneers of the change.

In this problem, there are four different types of Auctioneer defined in the AuctioneerA, AuctioneerB, AuctioneerC, and AuctioneerD classes. All of these auctioneers implement the Auctioneer interface, which defines the name, MAX_LIMIT, and the update method. The MAX_LIMIT attribute defines the maximum amount that can be bid by each type of Auctioneer.

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The different types of Auctioneer have been defined to illustrate that each one will have a different behavior upon receiving the Agent’s notification in the update method. Nevertheless, all that has been modified in this example is the probability of continuing to bid and the amount they increase their bids by.

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