The memento pattern is a
software design pattern
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into s ...
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
A pseudorandom number generator (PRNG), also known as a deterministic random bit generator (DRBG), is an algorithm for generating a sequence of numbers whose properties approximate the properties of sequences of random number generation, random n ...
(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
Caretaker
class refers to the
Originator
class
for saving (
createMemento()
) and restoring (
restore(memento)
) originator's internal state.
The
Originator
class implements
(1)
createMemento()
by creating and returning a
Memento
object that stores originator's current internal state
and
(2)
restore(memento)
by restoring state from the passed in
Memento
object.
The
UML sequence diagram
shows the run-time interactions:
(1) Saving originator's internal state: The
Caretaker
object calls
createMemento()
on the
Originator
object,
which creates a
Memento
object, saves
its current internal state (
setState()
), and returns the
Memento
to the
Caretaker
.
(2) Restoring originator's internal state: The
Caretaker
calls
restore(memento)
on the
Originator
object and specifies the
Memento
object that stores the state that should be restored. The
Originator
gets the state (
getState()
) from the
Memento
to set its own state.
Java example
The following Java program illustrates the "undo" usage of the memento pattern.
import java.util.List;
import java.util.ArrayList;
class Originator
class Caretaker
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:
# Serialization.
# A class declared in the same package.
# The object can also be accessed via a proxy, which can achieve any save/restore operation on the object.
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.
class Memento
class Caretaker
Python example
"""
Memento pattern example.
"""
class Originator:
_state = ""
def set(self, state: str) -> None:
print(f"Originator: Setting state to ")
self._state = state
def save_to_memento(self) -> "Memento":
return self.Memento(self._state)
def restore_from_memento(self, m: "Memento") -> None:
self._state = m.get_saved_state()
print(f"Originator: State after restoring from Memento: ")
class Memento:
def __init__(self, state):
self._state = state
def get_saved_state(self):
return self._state
saved_states = []
originator = Originator()
originator.set("State1")
originator.set("State2")
saved_states.append(originator.save_to_memento())
originator.set("State3")
saved_states.append(originator.save_to_memento())
originator.set("State4")
originator.restore_from_memento(saved_states
Javascript example
// The Memento pattern is used to save and restore the state of an object.
// A memento is a snapshot of an object's state.
var Memento = ;
// The Originator is the object that creates the memento.
// defines a method for saving the state inside a memento.
var Originator = ;
// The Caretaker stores mementos of the objects and
// provides operations to retrieve them.
var Caretaker = ;
var action_step = "Foo"; // The action to be executed/the object state to be stored.
var action_step_2 = "Bar"; // The action to be executed/the object state to be stored.
// set the initial state
Originator.state = action_step;
Caretaker.addMemento(Originator.createMemento());// save the state to the history
console.log("Initial State: " + Originator.state); // Foo
// change the state
Originator.state = action_step_2;
Caretaker.addMemento(Originator.createMemento()); // save the state to the history
console.log("State After Change: " + Originator.state); // Bar
// restore the first state - undo
Originator.setMemento(Caretaker.getMemento(0));
console.log("State After Undo: " + Originator.state); // Foo
// restore the second state - redo
Originator.setMemento(Caretaker.getMemento(1));
console.log("State After Redo: " + Originator.state); // Bar
References
External links
*Description of Memento Pattern in Ada
* Memento UML Class Diagram with C# and .NET code samples
* SourceMaking Tutorial
* Memento Design Pattern using Java
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