Creational Design Patterns
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1 Creational Design Patterns Creational Design Patterns Structural Design Patterns Behavioral Design Patterns
2 GoF Design Pattern Categories Purpose Creational Structural Behavioral Scope Class Factory Method Adapter Interpreter Template Method Object Abstract Factory Builder Prototype Singleton Adapter Bridge Composite Decorator Facade Proxy Flyweight Chain of Responsibility Command Iterator Mediator Memento Observer State Strategy Visitor
3 Creational Design Patterns Abstracts instantiation process Makes system independent of how its objects are o created o composed o represented Encapsulates knowledge about which concrete classes the system uses Hides how instances of these classes are created and put together
4 Creational Design Patterns Design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation Make a system independent of the way in which objects are created, composed and represented A class creational pattern uses inheritance to vary the class that's instantiated, whereas an object creational pattern will delegate instantiation to another object.
5 Creational Design Patterns Recurring themes: oencapsulate knowledge about which concrete classes the system uses (so we can change them easily later) ohide how instances of these classes are created and put together (so we can change it easily later)
6 Benefits of creational patterns Creational patterns let you program to an interface defined by an abstract class That lets you configure a system with product objects that vary widely in structure and functionality Example: GUI systems o InterViews GUI class library o Multiple look-and-feels o Abstract Factories for different screen components
7 Benefits of creational patterns Generic instantiation Objects are instantiated without having to identify a specific class type in client code (Abstract Factory, Factory) Simplicity Make instantiation easier: callers do not have to write long complex code to instantiate and set up an object (Builder, Prototype pattern) Creation constraints Creational patterns can put bounds on who can create objects, how they are created, and when they are created
8 Creational patterns Because the creational patterns are closely related, we'll study all five of them together to highlight their similarities and differences. We'll also use a common example building a maze for a computer game to illustrate their implementations. The maze and the game will vary slightly from pattern to pattern. We'll ignore many details of what can be in a maze and whether a maze game has a single or multiple players. Instead, we'll just focus o n how mazes get created. We define a maze as a set of rooms. A room knows its neighbors; possible neighbors are another room, a wall, or a door to another room.
9 Creational patterns The classes Room, Door, and Wall define the components of the maze used in all our examples. We define only the parts of these classes that are important for creating a maze. We'll ignore players, operations for displaying and wandering around in a maze, and other important functionality that isn't relevant to building the maze.
10 Creational patterns
11 Creational patterns The class MapSite is the common abstract class for all the components of a maze class MapSite { public: virtual void Enter()=0 }
12 Creational patterns Room is the concrete subclass of MapSite that defines the key relationships between components in the maze. It maintains references to other MapSite objects and stores a room number. The number will identify rooms in the maze. Enter provides a simple basis for more sophisticated game operations. For example, if you are in a room and say "GoEast," the game can simply determine which MapSite is immediately to the east and then call Enter on it.
13 Creational patterns class Room : public MapSite { public: Room(int roomno); MapSite* GetSide(Direction) const; void SetSide(Direction, MapSite*); virtual void Enter(); private: MapSite* _sides[4]; int _roomnumber; };
14 Creational patterns The following classes represent the wall or door that occurs on each side of a room. class Wall : public MapSite { public: Wall(); virtual void Enter(); }; class Door : public MapSite { public: Door(Room* = 0, Room* = 0); virtual void Enter(); Room* OtherSideFrom(Room*); private: Room* _rooml; Room* _room2; bool _isopen; };
15 Creational patterns We need to know about more than just the parts of a maze. We'll also define a Maze class to represent a collection of rooms. Maze can also find a particular room given a room number using its RoomNo operation. class Maze { public: Maze(); void AddRoom(Room* ) ; Room* RoomNo(int) const; private: //... };
16 Creational patterns Another class is MazeGame, which creates the maze. One straightforward way to create a maze is with a series of operations that add components to a maze and then interconnect them. For example, the following member function will create a maze consisting of two rooms with a door between them:
17 Creational patterns Maze* MazeGame::CreateMaze () { Maze* amaze = new Maze; Room* rl = new Room(l); Room* r2 = new Ro om (2); Door* thedoor = new Door(rl, r2); amaze->addroom(rl); amaze->addroom(r2); rl->setside(north, new Wall); rl->setside(east, thedoor); rl->setside(south, new Wall); rl->setside(west, new Wall); r2->setside(north, new Wall); r2->setside(east, new Wall); r2->setside(south, new Wall); r2->setside(west, thedoor); return amaze;
18 Creational patterns The real problem with this member function isn't its size but its inflexibility. It hard-codes the maze layout. Changing the layout means changing this member function, either by overriding it which means reimplementing the whole thing or by changing parts of it which is error-pronaend doesn't promote reuse. The creational patterns show how to make this design more flexible, not necessarily smaller.
19 Abstract Factory (Object Creational) Intent Provide an interface for creating families of related or dependent objects without specifying their concrete classes Pattern summary Capture family creation in a class containing a factory method for each class in the family Also Known as Kit
20 Abstract Factory - Motivation 1) Implement a user interface toolkit that supports multiple looks and feel standards such as Motif, Windows 95 or the finder in MacOS. How can you write a single user interface and make it portable across the different look and feel standards for these window managers? 2) Implement a facility management system for an intelligent house that supports different control systems such as Siemens Instabus, Johnson & Control Metasys or Zumtobe s proprietary standard. How can you write a single control system that is independent from the manufacturer?
21 Abstract Factory - Motivation Different look-and-feels define different appearances and behaviors for user interface "widgets" like scroll bars, windows, and buttons. To be portable across look-and-feel standards, an application should not hard-code its widgets for a particular look and feel. Instantiating look-and feel specific classes of widgets throughout the application makes it hard to change the look and feel later.
22 Abstract Factory - structure
23 Abstract Factory - structure
24 Abstract Factory The Client remains blissfully unaware of the various concrete classes in this example. Client code deals with the simpler, abstract, general case.
25 Abstract Factory
26 Abstract Factory applicability Use the Abstract Factory pattern when a system should be independent of how its products are created, composed, and represented. a system should be configured with one of multiple families of products. a family of related product objects is designed to be used together, and you need to enforce this constraint. you want to provide a class library of products, and you want to reveal just their interfaces not, their implementations.
27 Abstract Factory Participants AbstractFactory (WidgetFactory) - declares an interface for operations that create abstract product objects. ConcreteFactory (MotifWidgetFactory, PMWidgetFactory) - implements the operations to create concrete product objects. AbstractProduct (Window, ScrollBar) - declares an interface for a type o f product object. ConcreteProduct (MotifWindow, MotifScrollBar) - defines a product object to be created by the corresponding concrete factory. - implements the AbstractProduct interface. Client - uses only interfaces declared by AbstractFactory and AbstractProduct classes.
28 Abstract Factory Collaborations Normally a single instance of a Concrete Factory class is created at run-time. To create different product objects, clients should use a different concrete factory. Abstract Factory defers creation of product objects to its Concrete Factory subclass.
29 Abstract Factory Consequences The Abstract Factory Pattern has the following benefits: oit isolates concrete classes from the client. You use the Abstract Factory to control the classes of objects the client creates. Product names are isolated in the implementation of the ConcreteFactory, clients use the instances through their abstract interfaces.
30 Abstract Factory Consequences oexchanging product families is easy. None of the client code breaks because the abstract interfaces don t change. Because the abstract factory creates a complete family of products, the whole product family changes when the concrete factory is changed. oit promotes consistency among products. It is the concrete factory s job to make sure that the right products are used together.
31 Abstract Factory Consequences The Abstract Factory pattern has the following liability: o Adding new kinds of products to existing factory is difficult. Adding a new product requires extending the abstract interface which implies that all of its derived concrete classes also must change.
32 Abstract Factory Consequences Essentially everything must change to support and use the new product family abstract factory interface is extended derived concrete factories must implement the extensions a new abstract product class is added a new product implementation is added client has to be extended to use the new product
33 Abstract Factory Implementation Factories as singletons. Creating the products. Defining extensible factories.
34 Abstract Factory Implementation Concrete factories are often implemented as singletons. Creating the products o Concrete factory usually use the factory method. simple new concrete factory is required for each product family o alternately concrete factory can be implemented using prototype. only one is needed for all families of products product classes now have special requirements - they participate in the creation
35 Abstract Factory Implementation Defining extensible factories by using create function with an argument o only one virtual create function is needed for the AbstractFactory interface o all products created by a factory must have the same base class or be able to be safely coerced to a given type o it is difficult to implement subclass specific operations
36 Know Uses L2 Interviews oused to generate look and feel for specific user interface objects ouses the Kit suffix to denote AbstractFactory classes, e.g., WidgetKit and DialogKit. oalso includes a layoutkit that generates different composite objects depending on the needs of the current context ET++ oanother windowing library that uses the AbstractFactory to achieve portability across different window systems (X Windows and SunView). UNIT-III
37 Related Patterns L2 Factory Method -- a virtual constructor Prototype -- asks products to clone themselves Singleton -- allows creation of only a single instance UNIT-III
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