1599634200
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:
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 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.
To treat individual & group of objects in a uniform manner.
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 Shape
s(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.
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++
1624549500
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.
…
#design-patterns #java #code #composite-design-pattern #tutorial #composite design pattern — java
1623835440
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
1599634200
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:
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 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.
To treat individual & group of objects in a uniform manner.
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 Shape
s(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.
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++
1600599600
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.
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”
#java #tutorial #design patterns #client #component #composite #composite design pattern
1597294800
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