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In today’s video, I am going to walk through how to implement an Abstract Factory design pattern.
Abstract Factory is a creational design pattern. The main intent of the pattern is to allow abstraction over other factory classes.
#design-pattern #csharp #dotnet
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Starting from **Creational Design Pattern, **so wikipedia says “creational design pattern are design pattern that deals with object creation mechanism, trying to create objects in manner that is suitable to the situation”.
The basic form of object creations could result in design problems and result in complex design problems, so to overcome this problem Creational Design Pattern somehow allows you to create the object.
Builder is one of the** Creational Design Pattern**.
Builder is useful when you need to do lot of things to build an Object. Let’s imagine DOM (Document Object Model), so if we need to create the DOM, We could have to do lot of things, appending plenty of nodes and attaching attributes to them. We could also imagine about the huge XML Object creation where we will have to do lot of work to create the Object. A Factory is used basically when we could create the entire object in one shot.
As **Joshua Bloch (**He led the Design of the many library Java Collections Framework and many more) – “Builder Pattern is good choice when designing the class whose constructor or static factories would have more than handful of parameters”
#java #builder #builder pattern #creational design pattern #design pattern #factory pattern #java design pattern
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In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling a _factory method _— either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes — rather than by calling a constructor.
#factory-design-pattern #code #tutorial #design-patterns #java #factory design pattern — java
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In software engineering, Creational Design Patterns deal with object creation mechanisms, i.e. try to create objects in a manner suitable to the situation. In addition to this basic or ordinary form of object creation could result in design problems or added complexity to the design.
Factory Design Pattern in C++ helps to mitigate this issue by creating objects using separate methods or polymorphic classes.
By the way, If you haven’t check out my other articles on Creational Design Patterns, then here is the list:
The code snippets you see throughout this series of articles are simplified not sophisticated. So you often see me not using keywords like override, final, public(while inheritance) just to make code compact & consumable (most of the time) in single standard screen size. I also prefer struct instead of class just to save line by not writing “public:” sometimes and also miss virtual destructor, constructor, copy constructor, prefix std::, deleting dynamic memory, intentionally.
I also consider myself a pragmatic person who wants to convey an idea in the simplest way possible rather than the standard way or using Jargons.
Note:
For the creation of wholesale objects unlike builder(which creates piecewise).
struct Point {
Point(float x, float y){ /*...*/ } // Cartesian co-ordinates
// Not OK: Cannot overload with same type of arguments
// Point(float a, float b){ /*...*/ } // Polar co-ordinates
// ... Implementation
};
enum class PointType{ cartesian, polar };
class Point {
Point(float a, float b, PointTypetype = PointType::cartesian) {
if (type == PointType::cartesian) {
x = a; b = y;
}
else {
x = a * cos(b);
y = a * sin(b);
}
}
};
enum class PointType { cartesian, polar };
class Point {
float m_x;
float m_y;
PointType m_type;
// Private constructor, so that object can't be created directly
Point(const float x, const float y, PointType t) : m_x{x}, m_y{y}, m_type{t} {}
public:
friend ostream &operator<<(ostream &os, const Point &obj) {
return os << "x: " << obj.m_x << " y: " << obj.m_y;
}
static Point NewCartesian(float x, float y) {
return {x, y, PointType::cartesian};
}
static Point NewPolar(float a, float b) {
return {a * cos(b), a * sin(b), PointType::polar};
}
};
int main() {
// Point p{ 1,2 }; // will not work
auto p = Point::NewPolar(5, M_PI_4);
cout << p << endl; // x: 3.53553 y: 3.53553
return EXIT_SUCCESS;
}
class Point {
// ... as it is from above
friend class PointFactory;
};
class PointFactory {
public:
static Point NewCartesian(float x, float y) {
return { x, y };
}
static Point NewPolar(float r, float theta) {
return { r*cos(theta), r*sin(theta) };
}
};
class Point {
float m_x;
float m_y;
Point(float x, float y) : m_x(x), m_y(y) {}
public:
struct Factory {
static Point NewCartesian(float x, float y) { return { x,y }; }
static Point NewPolar(float r, float theta) { return{ r*cos(theta), r*sin(theta) }; }
};
};
int main() {
auto p = Point::Factory::NewCartesian(2, 3);
return EXIT_SUCCESS;
}
struct Point {
virtual ~Point(){ cout<<"~Point\n"; }
};
struct Point2D : Point {
~Point2D(){ cout<<"~Point2D\n"; }
};
struct Point3D : Point {
~Point3D(){ cout<<"~Point3D\n"; }
};
void who_am_i(Point *who) { // Not sure whether Point2D would be passed here or Point3D
// How to `create` the object of same type i.e. pointed by who ?
// How to `copy` object of same type i.e. pointed by who ?
delete who; // you can delete object pointed by who, thanks to virtual destructor
}
struct Point {
virtual ~Point() = default;
virtual unique_ptr<Point> create() = 0;
virtual unique_ptr<Point> clone() = 0;
};
struct Point2D : Point {
unique_ptr<Point> create() { return make_unique<Point2D>(); }
unique_ptr<Point> clone() { return make_unique<Point2D>(*this); }
};
struct Point3D : Point {
unique_ptr<Point> create() { return make_unique<Point3D>(); }
unique_ptr<Point> clone() { return make_unique<Point3D>(*this); }
};
void who_am_i(Point *who) {
auto new_who = who->create(); // `create` the object of same type i.e. pointed by who ?
auto duplicate_who = who->clone(); // `copy` the object of same type i.e. pointed by who ?
delete who;
}
struct Point { /* . . . */ };
struct Point2D : Point {/* . . . */};
struct Point3D : Point {/* . . . */};
class PointFunctionalFactory {
map<PointType, function<unique_ptr<Point>() >> m_factories;
public:
PointFunctionalFactory() {
m_factories[PointType::Point2D] = [] { return make_unique<Point2D>(); };
m_factories[PointType::Point3D] = [] { return make_unique<Point3D>(); };
}
unique_ptr<Point> create(PointType type) { return m_factories[type](); }
};
int main() {
PointFunctionalFactory pf;
auto p2D = pf.create(PointType::Point2D);
return EXIT_SUCCESS;
}
#cpp #cplusplus #programming #coding #design-patterns #design-thinking #codingbootcamp #factory-design-pattern
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The prototype pattern is a creational design pattern in software development. It is used when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects.
If the cost for creating a new object is expensive and costs resources.
#java #design-patterns #code #tutorial #prototype-design-pattern #design pattern
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#nature landscapes website design #landscapes website design #website design #website designing #website designer #designer