Memento pattern
Software design pattern
The memento pattern is a software design pattern in the field of object-oriented programming that allows reverting the state of an object. Uses of this design pattern include undo, version control, and 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 easily bring back the prior state. 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 immutable. 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.
One classic example of this pattern is the pseudorandom number generator (PRNG). In this case, each consumer of the PRNG serves as a caretaker who can initialize the PRNG (the originator) with a particular seed (the memento) to produce an identical sequence of pseudorandom numbers.
01Structure
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.

02Java example
The following Java program illustrates the "undo" usage of the memento pattern.
package org.wikipedia.examples; import java.util.ArrayList; import java.util.List; class Originator { private String state; // The class could also contain additional data that is not part of the // state saved in the memento.. public void set(String state) { this.state = state; System.out.printf("Originator: Setting state to %s%n", state); } public Memento saveToMemento() { System.out.println("Originator: Saving to Memento."); return new Memento(this.state); } public void restoreFromMemento(Memento memento) { this.state = memento.getSavedState(); System.out.printf("Originator: State after restoring from Memento: %s%n", state); } public static class Memento { private final String state; public Memento(String stateToSave) { state = stateToSave; } // accessible by outer class only private String getSavedState() { return state; } } } class Caretaker { public static void main(String[] args) { List<Originator.Memento> savedStates = new ArrayList<Originator.Memento>(); Originator originator = new Originator(); originator.set("State1"); originator.set("State2"); savedStates.add(originator.saveToMemento()); originator.set("State3"); // We can request multiple mementos, and choose which one to roll back to. savedStates.add(originator.saveToMemento()); originator.set("State4"); originator.restoreFromMemento(savedStates.get(1)); } }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: State3This 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.
03C# 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.
namespace Wikipedia.Examples; class Memento { private readonly string _savedState; private Memento(string stateToSave) { _savedState = stateToSave; } public class Originator { private string _state; // The class could also contain additional data that is not part of the // state saved in the memento. public void Set(string state) { Console.WriteLine(f"Originator: Setting state to {state}"); _state = state; } public Memento SaveToMemento() { Console.WriteLine("Originator: Saving to Memento."); return new Memento(_state); } public void RestoreFromMemento(Memento memento) { _state = memento.savedState; Console.WriteLine(f"Originator: State after restoring from Memento: {_state}"); } } } class Caretaker { static void Main(string[] args) { List<Memento> savedStates = new(); Memento.Originator originator = new(); originator.Set("State1"); originator.Set("State2"); savedStates.Add(originator.SaveToMemento()); originator.Set("State3"); // We can request multiple mementos, and choose which one to roll back to. savedStates.Add(originator.SaveToMemento()); originator.Set("State4"); originator.RestoreFromMemento(savedStates[1]); } }04Python example
05JavaScript example
Sources and credits
This article is adapted from the Wikipedia article “Memento pattern”, written by its contributors and licensed under CC BY-SA 4.0. Fathomly has changed the layout, removed citation markers, navigation and maintenance notices, and adjusted punctuation. This adapted version is shared under the same license. For references, see the original article.
Images, from Wikimedia Commons:
- W3sDesign Memento Design Pattern UML.jpg by Vanderjoe, CC BY-SA 4.0
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