Design Patterns
Memento

Memento

Have you ever wished you could use the Time Stone like Doctor Strange to revert things back to how they were before? Or maybe you've made changes to your code, only to realize later that your previous version was actually better? The Memento pattern is essentially your coding Time Stone - it lets you capture snapshots of an object's state that you can return to later without messing up the object's encapsulation.

Think of it as creating save points in a video game. Just as Thor might want to restore Asgard to its former glory after Ragnarok, sometimes in our applications, we need to restore objects to their previous states.

What Problem Does It Solve?

The Memento pattern addresses a common dilemma: how do we save an object's internal state without violating encapsulation, yet still allow that state to be restored later?

Specifically, the Memento pattern solves these problems:

  1. Preserving encapsulation: You need to save an object's state without exposing its internal implementation details
  2. Creating snapshots: You want to create point-in-time snapshots of an object's state
  3. Implementing undo mechanisms: You need to let users undo actions or revert to previous states
  4. Maintaining history: You want to keep a history of state changes for debugging or audit purposes

It's like how Tony Stark backs up J.A.R.V.I.S. before making major changes - you want a recovery point without exposing all the AI's internal circuitry.

Structure of the Memento Pattern

Loading diagram...

The Memento pattern consists of three key components:

  1. Originator: The object whose state we want to save and restore. It creates mementos containing snapshots of its current state and can restore its state from mementos.
  2. Memento: An immutable object that stores a snapshot of the Originator's state. It has no methods to modify this state, only methods to retrieve it.
  3. Caretaker: Manages and safeguards mementos but never examines or modifies their contents. It's responsible for storing mementos and providing them back to the Originator when needed.

Implementation Example

Let's implement a simple text editor with undo functionality - something Peter Parker might use to write his Spider-Man adventure journal:

In this example, our TextEditor is the Originator that creates and restores from Mementos. The EditorMemento class is our Memento, storing the editor's content and cursor position. The History class acts as our Caretaker, managing the collection of mementos and providing undo/redo functionality.

Another Example: Game Character State

Let's create another example using a game character, something like a Marvel superhero whose powers and health we want to track and potentially restore:

Benefits and Drawbacks

Benefits

  • Maintains encapsulation: Preserves the private state of an object without exposing its implementation details
  • Simplifies Originator: The Originator doesn't need to track its history; that's the Caretaker's job
  • Clean separation of concerns: Each component has a single, well-defined responsibility
  • Enables powerful features: Makes it easier to implement undo/redo, history tracking, and state restoration

Drawbacks

  • Memory consumption: Storing multiple copies of large objects can consume significant memory
  • Performance overhead: Creating deep copies of complex objects can be expensive
  • Potential versioning issues: If the Originator's class definition changes, old Mementos might become incompatible
  • Hidden costs: Sometimes it's not obvious how much state is actually being copied and stored

When to Use the Memento Pattern

Use the Memento pattern when:

  1. You need to create snapshots of an object's state to restore it later
  2. You want to implement undo/redo functionality
  3. Direct access to an object's internal state would violate encapsulation
  4. You need to maintain history of state changes for audit or debugging purposes

Like how Doctor Strange used the Time Stone selectively, use the Memento pattern judiciously - it's powerful but comes with costs!

Real-World Applications

The Memento pattern can be found in:

  1. Text editors with undo/redo functionality
  2. Version control systems like Git
  3. Database transactions with rollback capabilities
  4. Game save systems
  5. Form wizards that allow navigating back to previous steps
  • Command Pattern: Often used with Memento to implement undoable operations
  • Iterator Pattern: Can be used to iterate through a history of Mementos
  • Prototype Pattern: Sometimes used instead of Memento when a lightweight clone is sufficient

Just as Doctor Strange can use the Time Stone to revert an apple to its previous state, the Memento pattern lets us travel back in time to previous states of our objects. It's like having a superpower in your code - but remember, with great power comes great responsibility (as Uncle Ben would say). Use it wisely!