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Creational Patterns

Creational Patterns. CSE 8313. Creational Patterns. Class creational pattern uses inheritance to vary the class that is instantiated Object creational pattern delegates instantiation to another object Systems evolve to depend more on object composition than class inheritance

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Creational Patterns

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  1. Creational Patterns CSE 8313

  2. Creational Patterns • Class creational pattern • uses inheritance to vary the class that is instantiated • Object creational pattern • delegates instantiation to another object • Systems evolve to depend more on object composition than class inheritance • Two recurring themes: • Encapsulate knowledge about which concrete classes the system uses • Hide how instances of these classes are created and put together

  3. The Maze Game • Popular videogame • Centerpiece: a class that generates maze layouts • creates random mazes to be solved • different for every game • MazeGame

  4. Invoked for each game Maze creation process

  5. Creational Patterns – Maze Example class MapSite { public: virtual void Enter() = 0; }; enum Direction {North, South, East, West};

  6. Creational Patterns – Maze Example • 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; • }; • 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* _room1; • Room* _room2; • bool _isOpen; • };

  7. Creational Patterns – Maze Example • class Maze { • public: • Maze(); • void AddRoom(Room*); • Room* RoomNo(int) const; • private: • // ... • }; • Maze* MazeGame::CreateMaze () { • Maze* aMaze = new Maze; • Room* r1 = new Room(1); • Room* r2 = new Room(2); • Door* theDoor = new Door(r1, r2); • aMaze->AddRoom(r1); • aMaze->AddRoom(r2); • r1->SetSide(North, new Wall); • r1->SetSide(East, theDoor); • r1->SetSide(South, new Wall); • r1->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; • }

  8. Maze creation process public class MazeGame {public MazeGame() {...} public Maze createMaze () { Maze aMaze = new Maze(); Room r1 = new Room(1); Room r2 = new Room(2); Door theDoor = new Door(r1, r2); aMaze.addRoom(r1); aMaze.addRoom(r2); r1.setSide(MapSite.NORTH, new Wall()); r1.setSide(MapSite.EAST, theDoor); r1.setSide(MapSite.SOUTH, new Wall()); r1.setSide(MapSite.WEST, new Wall()); r2.setSide(MapSite.NORTH, new Wall()); r2.setSide(MapSite.EAST, new Wall()); r2.setSide(MapSite.SOUTH, new Wall()); r2.setSide(MapSite.WEST, theDoor); return aMaze;}// ...}

  9. Change: game extensions • New Features • add new types of mazes to the game … • … without changing the overall logic according to which the game works • in particular how it creates the mazes • Example: besides regular mazes • Add enchanted mazes • Add bombed mazes • … etc.

  10. Solutions with current code public class MazeGame {public MazeGame() {...} public Maze createMaze () { Maze aMaze = new Maze(); Room r1 = new Room(1); Room r2 = new Room(2); Door theDoor = new Door(r1, r2); aMaze.addRoom(r1); aMaze.addRoom(r2); r1.setSide(MapSite.NORTH, new Wall()); r1.setSide(MapSite.EAST, theDoor); r1.setSide(MapSite.SOUTH, new Wall()); r1.setSide(MapSite.WEST, new Wall()); r2.setSide(MapSite.NORTH, new Wall()); r2.setSide(MapSite.EAST, new Wall()); r2.setSide(MapSite.SOUTH, new Wall()); r2.setSide(MapSite.WEST, theDoor); return aMaze;}// ... } • Duplicate code of createMaze() • createEnchantedMaze() • createBombedMaze() • Add switch/case statements every time a constructor is invoked • based on some flag variable • … • Re-factor!

  11. Client still invokes this method Factory Methods Refactoring maze creation

  12. Creational Patterns – Maze Example • CreateMaze calls virtual functions instead of constructor calls to create the rooms, walls, and doors (Factory Method pattern) • CreateMaze is passed an object as a parameter to use to create rooms, walls, and doors (Abstract Factory pattern) • CreateMaze is passed an object that can create a new maze in its entirety using operations for adding rooms, doors, and walls to the maze it builds (Builder pattern) • CreateMaze is parameterized by various prototypical room, door, and wall objects to be copied and added to the maze (Prototype pattern)

  13. Class Creational Pattern

  14. Factory methods • Each of the factory methods wraps the invocation of corresponding constructor • A set of methods that can be inherited and overridden • Examples (See Code): Room makeRoom(int id) { return new Room(id); } Wall makeWall() { return new Wall(); }

  15. Creating the maze

  16. Build Enchanted Products

  17. Enchanted Maze Creator createMaze() can still be invoked to create regular mazes or enchanted mazes without modification

  18. Enchanted Maze Creator public class EnchantedMazeGame extends MazeGame { public Room makeRoom(int n) { return new EnchantedRoom(n);} public Wall makeWall() { return new EnchantedWall();} public Door makeDoor(Room r1, Room r2) { return new EnchantedDoor(r1, r2);} }

  19. Build Bombed Mazes r

  20. Build Bombed Mazes

  21. We made createMaze() just slightly more complex, but a lot more flexible! • Consider this EnchantedMazeGame class: public class EnchantedMazeGame extends MazeGame { public Room makeRoom(int n) {return new EnchantedRoom(n);} public Wall makeWall() {return new EnchantedWall();} public Door makeDoor(Room r1, Room r2) {return new EnchantedDoor(r1, r2);} } • The createMaze() method of MazeGame is inherited by EnchantedMazeGame and can be used to create regular mazes or enchanted mazes without modification!

  22. Properties of this solution • The client component in the game that invokes the creation of mazes does not need to change • It interacts with different mazes creator classes • Depending which extension has been selected by the player • in exactly the same way as in the original game • Caveat: • Recall we need a “global” flag that tells us which MazeCreator subclass we need to instantiate in every game

  23. The Factory Method pattern- structure

  24. Advantages • The Creator provides a factory method that substitute constructor of ConcreteProducts • The business logic of product creation, initialization etc. can be wholly encapsulated in those methods • The client of Creator can ask for the production of different Products in a uniform way • And use them uniformly (all derive from main Product super-class) • Without needing to know the nitty-gritty details

  25. The Factory Method pattern • Classification: • Creational purpose; Class scope • Context: dynamic creation of different types of objects depending on context, transparent the client • Problem: a client class needs to instantiate one of many derivations of another class, but does not know which one. • Solution: define an interface for creation, and delegate to a derived class of that interface the decision of what class to instantiate and how • Consequences: • Need for parallel Product/Creator hierarchies • The logic of creating a particular types of product is encapsulated in each Creator

  26. The Factory Method pattern • Intent: • Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

  27. The Factory Method pattern • Motivation: consider a framework for applications that can present multiple documents to the user The createDocument() method is a factory method.

  28. The Factory Method pattern • Use Factory Method pattern when • a class can't anticipate the class of objects it must create • a class wants its subclasses to specify the objects it creates

  29. The Factory Method pattern • Structure and Participants • Collaborations • Creator relies on its subclasses to implement the factory method so that it returns an instance of the appropriate ConcreteProduct (Application) (Document) (MyDocument) (My Application)

  30. The Factory Method pattern • So what exactly does it mean when we say that "the Factory Method Pattern lets subclasses decide which class to instantiate?" • It means that Creator class is written without knowing what actual ConcreteProduct class will be instantiated. The ConcreteProduct class which is instantiated is determined solely by which ConcreteCreator subclass is instantiated and used by the application. • It does not mean that somehow the subclass decides at runtime which ConreteProduct class to create

  31. The Factory Method pattern • Example 1: Clients can also use factory methods. The factory method in this case is createManipulator()

  32. The Factory Method pattern • Example 2: MazeGame Revisit • class MazeGame { • public: • Maze* CreateMaze(); • // factory methods: • virtual Maze* MakeMaze() const • { return new Maze; } • virtual Room* MakeRoom(int n) const • { return new Room(n); } • virtual Wall* MakeWall() const • { return new Wall; } • virtual Door* MakeDoor(Room* r1, Room* r2) const • { return new Door(r1, r2); } • };

  33. The Factory Method pattern • The reason this works is that the createMaze() method of MazeGame defers the creation of maze objects to its subclasses. That's the Factory Method pattern at work! • In this example, the correlations are: • Creator => MazeGame • ConcreteCreator => EnchantedMazeGame (MazeGame is also a ConcreteCreator) • Product => MapSite • ConcreteProduct => Wall, Room, Door, EnchantedWall, EnchantedRoom, EnchantedDoor

  34. The Factory Method pattern • Consequences • Benefits • Code is made more flexible and reusable by the elimination of instantiation of application-specific classes • Code deals only with the interface of the Product class and can work with any ConcreteProduct class that supports this interface • Liabilities • Clients might have to subclass the Creator class just to instantiate a particular ConcreteProduct • Implementation Issues • Creator can be abstract or concrete • Should the factory method be able to create multiple kinds of products? If so, then the factory method has a parameter (possibly used in an if-else!) to decide what object to create.

  35. Factory Method in the real world • Example: • iterator() in Java Collections • Depending on the Collection type being used, it returns the right iterator object • which implements the right traversal algorithm for that Collection

  36. Object Creational Patterns

  37. Object Creational Patterns • Abstract object instantiation • Add one more level of abstraction on top of OO languages • What’s the use of the extra abstraction layer?

  38. Object Creational Patterns - motivation • Evolution and extendibility of the system • Do not hardcode object creation • Type selection is static when using constructor • Prepare for more types of similar objects to enter the design • The extra layer of abstraction enables to configure the system dynamically • Depending on the configuration, the system will create those new types

  39. Analogy: factory • Imagine a company with many different products in the same product family • and 1 production plant: a factory • The more flexible the plant, the more successful the company’s business!

  40. Analogy: factory • You want the capability of making different products in the same production plant • Simply by hitting a switch • The production procedure followed by the factory is the same • independent from the product being produced • the switch controls what machinery is activated during the production process • Result: a different final product

  41. Abstract Factory pattern • Abstract Factory • Similar to Factory method • Let’s see the difference in our Maze game example …

  42. MazeGame Abstract Factory

  43. MazeGame Abstract Factory • The createMaze() now method takes a MazeFactory reference as a parameter

  44. Enchanted Feature

  45. Bombed Feature

  46. Abstract Factory - structure

  47. Dependency Inversion Principle

  48. Abstract Factory vs. Factory Method • Slightly more elegant than Factory Method in our example • Where is the difference? • In fact, very similar to the Factory Method pattern • in Abstract Factory, a class delegates the responsibility of object instantiation to another one via composition • the Factory Method pattern uses inheritance to handle the desired object instantiation.

  49. When to use Abstract Factory Pattern • When a system should be independent of how its products are created, composed, and represented • When a class can't anticipate the class of objects it must create • When a system must use just one of a multiple families of product objects • When a family of related product objects is designed to be used together, and you need to enforce this constraint

  50. The Abstract Factory pattern • Classification: • Creational purpose; Object scope • Context: there are multiple libraries or sets of classes that are to be chosen depending on context • Problem: families of related objects need to be instantiated together • Solution: coordinates the creation of objects of the same family. Client remains agnostic on the procedure and the rules about which object is in which family • Consequences: • The logic of creating a particular object family is kept hidden from client • Enforces family rules • Supporting new product requires changing the AbstractFactory interface

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