Chapter 3. Adapter

An object is a client if it needs to call your code. In some cases, client code will be written after your code exists and the developer can mold the client to use the interfaces of the objects that you provide. In other cases, clients may be developed independently of your code. For example, a rocket simulation program might be designed to use rocket information that you supply, but such a simulation will have its own definition of how a rocket should behave. In such circumstances, you may find that an existing class performs the services that a client needs but with different method names. In this situation, you can apply the ADAPTER pattern. The intent of ADAPTER is to provide the interface that a client expects while using ...

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