Analysis

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Analysis

Pattern comparison

Reviewing 3 patterns.

Criteria
structuralFlyweightView pattern
behavioralMementoView pattern
behavioralStateView pattern
Basics
Categorystructuralbehavioralbehavioral
Summary———
IntentUse sharing to support large numbers of fine-grained objects efficiently by separating shared intrinsic state from per-object extrinsic state.Capture and externalize an object's state so it can be restored to a previous point in time.Allow an object to alter its behavior when its internal state changes by delegating state-specific behavior to separate state objects.
Decision factors
ProblemA system creates a large number of similar objects, but storing all of their state separately uses too much memory.An object's internal state must be saved and restored later without exposing its implementation details.An object behaves differently depending on its internal state, and conditional logic is becoming hard to manage.
Tradeoffs
  • Adds complexity because state must be split into shared and unshared parts
  • Can be harder to understand when many objects depend on an external context
  • Snapshots can consume memory if many states are stored.
  • Care must be taken to keep mementos immutable and hidden from outside code.
  • Can introduce many small classes if the state graph is large
  • State transitions may become harder to trace if spread across multiple classes
Practical fit
Languages
  • typescript
  • java
  • python
  • angular
  • react
  • react-native
  • csharp
  • dotnet
  • typescript
  • java
  • python
  • angular
  • react
  • react-native
  • csharp
  • dotnet
  • typescript
  • java
  • python
  • angular
  • react
  • react-native
  • csharp
  • dotnet
Platforms
  • Web
  • Backend
  • Mobile
  • UI kits
  • Cross-platform systems
  • Web
  • Backend
  • Mobile
  • UI kits
  • Cross-platform systems
  • Web
  • Backend
  • Mobile
  • UI kits
  • Cross-platform systems
Integration notesFlyweight is useful when thousands or millions of similar objects need to be represented efficiently, such as trees, glyphs, tiles, or UI tokens.Memento is useful for undo/redo, checkpoints, draft recovery, and any workflow where state history matters.State is useful for workflows, media players, order lifecycles, and any domain where behavior changes as the object moves through a lifecycle.