Maud  Rosenbaum

Maud Rosenbaum

1599634200

Composite Design Pattern in Modern C++

GoF describes the Composite Design Pattern as “Compose objects into a tree structure to represent part-whole hierarchies. Composite lets the client treat individual objects and compositions of objects uniformly”. This seems over-complicated to me. So, I would not go into tree-leaf kind of jargon. Rather, I directly saw 2 or 3 different ways to implement Composite Design Pattern in Modern C++. But in simple words, the Composite Design Pattern is a Structural Design Pattern with a goal to treat the group of objects in the same manner as a single object.

By the way, If you haven’t checked out my other articles on Structural Design Patterns, then here is the list:

  1. Adapter
  2. Bridge
  3. Composite
  4. Decorator
  5. Facade
  6. Flyweight
  7. Proxy

The code snippets you see throughout this series of articles are simplified, not sophisticated. So you often see me not using keywords like overridefinalpublic(while inheritance) just to make code compact and 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: _**If you stumbled here directly, then I would suggest you go through What is design pattern? first, even if it is trivial. I believe it will encourage you to explore more on this topic.

All of this code you encounter in this series of articles are compiled using C++20(though I have used Modern C++ features up to C++17 in most cases). So if you don’t have access to the latest compiler you can use https://wandbox.org/ which has preinstalled boost library as well.

Intent

To treat individual & group of objects in a uniform manner.

Objects in factory cartoon

So what is it all about and why do we need it. Well, we know that objects typically use other objects fields or properties or members through either inheritance or composition.

For example, in drawing applications, you have a Shape(e.g. Circle) that you can draw on the screen but you can also have a group of Shapes(e.g. vector<Circle>) which inherits from a collection Shape.

And they have certain common API which you can then call on one or the other without knowing in advance whether you’re working with a single element or with the entire collection.

Composite Design Pattern Examples in C++

So if you think about an application such as PowerPoint or any kind of vector drawing application you know that you can draw & drag individual shapes around.

But you can also group shapes together. And when you group several shapes together you can treat them as if they were a single shape. So you can grab the entire thing and also drag it and resize it and whatnot.

So, we’re going to implement the Composite Design Pattern around this idea of several different shapes.

#tutorial #cpp #design pattens #cpp11 #composite design pattern #c++

What is GEEK

Buddha Community

Composite Design Pattern in Modern C++

Composite design pattern — Java

Composite Pattern tutorial

Definition of Composite pattern

In software engineering, the composite pattern is a partitioning design pattern. The composite pattern describes a group of objects that are treated the same way as a single instance of the same type of object. The intent of a composite is to “compose” objects into tree structures to represent part-whole hierarchies. Implementing the composite pattern lets clients treat individual objects and compositions uniformly.

Where to use the Composite pattern?

UML example

Implementation of the Composite pattern

#design-patterns #java #code #composite-design-pattern #tutorial #composite design pattern — java

Samanta  Moore

Samanta Moore

1623835440

Builder Design Pattern

What is Builder Design Pattern ? Why we should care about it ?

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**.

When to consider the Builder 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

Maud  Rosenbaum

Maud Rosenbaum

1599634200

Composite Design Pattern in Modern C++

GoF describes the Composite Design Pattern as “Compose objects into a tree structure to represent part-whole hierarchies. Composite lets the client treat individual objects and compositions of objects uniformly”. This seems over-complicated to me. So, I would not go into tree-leaf kind of jargon. Rather, I directly saw 2 or 3 different ways to implement Composite Design Pattern in Modern C++. But in simple words, the Composite Design Pattern is a Structural Design Pattern with a goal to treat the group of objects in the same manner as a single object.

By the way, If you haven’t checked out my other articles on Structural Design Patterns, then here is the list:

  1. Adapter
  2. Bridge
  3. Composite
  4. Decorator
  5. Facade
  6. Flyweight
  7. Proxy

The code snippets you see throughout this series of articles are simplified, not sophisticated. So you often see me not using keywords like overridefinalpublic(while inheritance) just to make code compact and 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: _**If you stumbled here directly, then I would suggest you go through What is design pattern? first, even if it is trivial. I believe it will encourage you to explore more on this topic.

All of this code you encounter in this series of articles are compiled using C++20(though I have used Modern C++ features up to C++17 in most cases). So if you don’t have access to the latest compiler you can use https://wandbox.org/ which has preinstalled boost library as well.

Intent

To treat individual & group of objects in a uniform manner.

Objects in factory cartoon

So what is it all about and why do we need it. Well, we know that objects typically use other objects fields or properties or members through either inheritance or composition.

For example, in drawing applications, you have a Shape(e.g. Circle) that you can draw on the screen but you can also have a group of Shapes(e.g. vector<Circle>) which inherits from a collection Shape.

And they have certain common API which you can then call on one or the other without knowing in advance whether you’re working with a single element or with the entire collection.

Composite Design Pattern Examples in C++

So if you think about an application such as PowerPoint or any kind of vector drawing application you know that you can draw & drag individual shapes around.

But you can also group shapes together. And when you group several shapes together you can treat them as if they were a single shape. So you can grab the entire thing and also drag it and resize it and whatnot.

So, we’re going to implement the Composite Design Pattern around this idea of several different shapes.

#tutorial #cpp #design pattens #cpp11 #composite design pattern #c++

Tyrique  Littel

Tyrique Littel

1600599600

Composite Design Pattern in Java

Here I am with another useful design pattern for you — the composite design pattern. I will try to point out the key features to remember while implementing the composite pattern for you.

Composite Design Pattern

The composite pattern is meant to “compose objects into a tree structure to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly”

  • Composite design patterns describe groups of objects that can be treated in the same way as a single instance of the same object type.
  • The composite pattern allows us to “compose” objects into tree structures to represent part-whole hierarchies.
  • In addition, the composite patterns also allow our clients to treat individual objects and compositions in the same way.
  • Composite patterns allow us to have a tree structure for each node that performs a task.
  • In object-oriented programming, a composite is an object designed as a composition of one-or-more similar objects, all exhibiting similar functionality. This is known as a “has-a” relationship between objects.

#java #tutorial #design patterns #client #component #composite #composite design pattern

Fannie  Zemlak

Fannie Zemlak

1597294800

Design Patterns: Exploring Factory Method in Modern C++

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:

  1. Factory
  2. Builder
  3. Prototype
  4. Singleton

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:

  • If you stumbled here directly, then I would suggest you go through What is design pattern? first, even if it is trivial. I believe it will encourage you to explore more on this topic.
  • All of this code you encounter in this series of articles are compiled using C++20(though I have used Modern C++ features up to C++17 in most cases). So if you don’t have access to the latest compiler you can use https://wandbox.org/ which has preinstalled boost library as well.

Intent

For the creation of wholesale objects unlike builder(which creates piecewise).

Motivation

  • Let say you have a Point class having x & y as co-ordinates which can be Cartesian or Polar coordinate as below:
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
};
  • This isn’t possible as you might know you can not create two constructors with the same type of arguments.
  • Other way around is:
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);
        }
    }
};
  • But this isn’t a sophisticated way of doing this. Rather we should delegate separate instantiation to separate methods.

Factory Design Pattern Examples in C++

  • So as you can guess. We are going to mitigating constructor limitation by moving the initialization process from constructor to other structure. And we gonna be using the Factory Method for that.
  • And just as the name suggests it uses the method or member function to initialize the object.

Factory Method

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;
}
  • As you can observe from the implementation. It actually disallows the use of constructor & forcing users to use static methods instead. And this is the essence of the Factory Method i.e. private constructor & static method.

Classical Factory Design Pattern

  • If you have dedicated code for construction then while not we move it to a dedicated class. And Just to do separation of concerns i.e. Single Responsibility Principle from SOLID design principles.
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) };
    }
};
  • Mind that this is not the abstract factory this is a concrete factory. Making the PointFactory friend class of Point we have violated the Open-Closed Principle(OCP). As friend keyword itself contrary to OCP.

Inner Factory

  • There is a critical thing we missed in our Factory that there is no strong link between PointFactory & Point which confuses user to use Point just by seeing everything is private.
  • So rather than designing a factory outside the class. We can simply put it in the class which encourage users to use Factory.
  • Thus, we also serve the second problem which is breaking the Open-Closed Principle. And this will be somewhat more intuitive for the user to use Factory.
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;
}

Abstract Factory

**Why **do we need an Abstract Factory?

  • C++ has the support of polymorphic object destruction using it’s base class’s virtual destructor. Similarly, equivalent support for creation & copying of objects is missing as С++ doesn’t support virtual constructor & copy constructors.
  • Moreover, you can’t create an object unless you know its static type, because the compiler must know the amount of space it needs to allocate. For the same reason, copy of an object also requires its type to known at compile-time.
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
}

Example of Abstract Factory Design Pattern

  • The Abstract Factory is useful in a situation that requires the creation of many different types of objects, all derived from a common base type.
  • The Abstract Factory defines a method for creating the objects, which subclasses can then override to specify the derived type that will be created. Thus, at run time, the appropriate Abstract Factory Method will be called depending upon the type of object referenced/pointed & return a base class pointer to a new instance of that object.
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;
}

Functional Approach to Factory Design Pattern using Modern C++

  • In our Abstract Factory example, we have followed the object-oriented approach but its equally possible nowadays to a more functional approach.
  • So, let’s build a similar kind of Factory without relying on polymorphic functionality as it might not suit some time-constrained application like an embedded system. Because the virtual table & dynamic dispatch mechanism may troll system during critical functionality.
  • This is pretty straight forward as it uses functional & lambda functions as follows:
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;
}
  • If you are thinking that we are over-engineering, then keep in mind that our object construction is simple here just to demonstrate the technique & so does our lambda function.
  • When your object representation increases, it requires a lot of methods to call in order to instantiate object properly, in such case you just need to modify lambda expression of the factory or introduce Builder Design Pattern.

Benefits of Factory Design Pattern

  1. Single point/class for different object creation. Thus easy to maintain & understand software.
  2. You can create the object without even knowing its type by using Abstract Factory.
  3. It provides great modularity. Imagine programming a video game, where you would like to add new types of enemies in the future, each of which has different AI functions and can update differently. By using a factory method, the controller of the program can call to the factory to create the enemies, without any dependency or knowledge of the actual types of enemies. Now, future developers can create new enemies, with new AI controls and new drawing member functions, add it to the factory, and create a level which calls the factory, asking for the enemies by name. Combine this method with an XML description of levels, and developers could create new levels without having to recompile their program. All this, thanks to the separation of creation of objects from the usage of objects.
  4. Allows you to change the design of your application more readily, this is known as loose coupling.

#cpp #cplusplus #programming #coding #design-patterns #design-thinking #codingbootcamp #factory-design-pattern