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Memento Pattern

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19 Oct 2013 2  
The memento design pattern is a pattern that helps to save the object internal in an external place enabling us to restore the state later when needed.

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Introduction

The memento design pattern is a pattern that helps to save the object internal in an external place enabling us to restore the state later when needed.

The memento pattern doesn't violate encapsulation of the internal state. The pattern is rarely used but it’s very helpful in scientific computing or in computer games (saving of check points in the game for example).

Use Cases for the Memento Pattern

You should use the pattern in the following cases:

  • You need to save object’s state and use the saved state later in order to restore the saved state.
  • You don’t want to expose the internal state of your object.

UML Diagram

Memento Pattern UML

Example in C#

The following code is an example of how to implement the pattern:

    #region Originator
    public class Originator<T>
    {
        #region Properties
        public T State { get; set; }
        #endregion

        #region Methods
        /// <summary>
        /// Creates a new memento to hold the current
        /// state
        /// </summary>
        /// <returns>The created memento</returns>
        public Memento<T> SaveMemento()
        {
            return (new Memento<T>(State));
        }

        /// <summary>
        /// Restores the state which is saved in the given memento
        /// </summary>
        /// <param name="memento">The given memento</param>
        public void RestoreMemento(Memento<T> memento)
        {           
            State = memento.State;
        }
        #endregion
    }
    #endregion

    #region Memento
    public class Memento<T>
    {
        #region Properties
        public T State { get; private set; }
        #endregion

        #region Ctor
        /// <summary>
        /// Construct a new memento object with the
        /// given state
        /// </summary>
        /// <param name="state">The given state</param>
        public Memento(T state)
        {
            State = state;
        }
        #endregion
    }
    #endregion

    #region Caretaker
    public class Caretaker<T>
    {
        #region Properties
        public Memento<T> Memento { get; set; }
        #endregion
    }
    #endregion

The given example shows the three parts of the pattern: the Originator, the Memento and the Caretaker.

The Caretaker is the repository for the Memento. You can also see that once the Memento object is created, you can’t change the saved state and in order to save a new Memento you need to create it again.

Let's look at an example of how to use the pattern in code:

   Originator<string> org = new Originator<string>();

   org.State = "Old State";

   // Store internal state in the caretaker object
   Caretaker<string> caretaker = new Caretaker<string>();
   caretaker.Memento = org.SaveMemento();

   Console.WriteLine("This is the old state: {0}", org.State);

   org.State = "New state";

   Console.WriteLine("This is the new state: {0}", org.State);

   // Restore saved state from the caretaker
   org.RestoreMemento(caretaker.Memento);

   Console.WriteLine("Old state was restored: {0}", org.State);

   // Wait for user
   Console.Read(); 

As you can see, the saved state is inserted to the Caretaker object and then you can change the state of the Originator to whatever you need.
In order to restore the Originator state, you use the restore method and pass it the Caretaker’s saved Memento.

Summary

To sum up the post, the memento pattern is used for saving encapsulated object state in an external object. The state can then be restored by demand.

As I wrote earlier, the places that you’ll want to use the pattern are in scientific computing or in computer games, but it can be helpful also in other places.

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