Should a Builder be created by a Factory? - oop

Complex objects are often created by the Builder pattern, where a Builder is an object dedicated to the creation of a single object through multiple methods. E.G. (pseudocode):
class PersonBuilder
PersonBuilder Named(string name)
this.name = name
return this
PersonBuilder Aged(int age)
this.age = age
return this
Person GetPerson()
return new Person(this.name, this.age)
This stateful structure with a fluent interface is common in the builder pattern:
myPerson = builder.Named("John").Aged(20).GetPerson();
Therefore, is it wise to create a PersonBuilderFactory from which you can create the builder? Or should you just take a dependency on a PersonBuilder and assume that your class will be injected with a new object? The latter approach means that when you have created your Person you should probably reset the builder. What is best practice here, and why?

In C#, I like the following pattern (which requires lambda functions):
var person = PersonBuilder.Create(p => p.Named("John").Aged(20));
Where it's implemented something like this:
class PersonBuilder
{
private PersonBuilder() { /* ... */ }
public static Person Create(Action<PersonBuilder> configure)
{
var builder = new PersonBuilder();
configure(builder);
return builder.Build();
}
// ...
}

In original Builder pattern there is a Director.
As I understand, the director incapsulates the work with builder.
If you need to reset the builder somehow(for example, call dispose for TcpClient inside builder), do that in director.
How and where to instantiate a concrete builder?
If, for example, you have 3 document formats(TXT, PDF, Excel) and user can select among of them, you will need factory in this case
class BuilderFactory
{
public IBuilder Create(DocumentType type)
{
if(type == DocumentType.TXT)
return new TxtBuilder();
if(type == DocumentType.Pdf)
return new PdfBuilder();
//...
}
}
If during application execution time builder is the same, you can put the concrete builder in config(espesially if you use DI).
If you know the concrete builder at design time you can just use new operator.

It depends a lot on your builder class...I prefer create a XXXBuilderFactory when I have to apply some logic in the Builder creation, otherwise, I think, just the builder is enough in this way the code remains simpler.

(As the commentor to my question has not opted to respond with an answer I will provide one that I think is acceptable)
Making your Builder immutable is answer to this problem. You can take advantage of the fact that an instance will have access to the private members of another instance. The original example thus becomes:
class PersonBuilder
PersonBuilder(PersonBuilder copy) // copy constructor
this.name = copy.name
this.age = copy.age
PersonBuilder Named(string name)
newBuilder = new PersonBuilder(this)
newBuilder.name = name
return newBuilder
PersonBuilder Aged(int age)
newBuilder = new PersonBuilder(this)
newBuilder.age = age
return newBuilder
Person GetPerson()
return new Person(this.name, this.age)
This way, it is still possible to use the builder like so:
myPerson = builder.Named("John").Aged(20).GetPerson();
However, the original builder object will remain unchanged, and can be used repeatedly.
Thanks to Ben James for the suggestion.

Generally builder should be immutable there should be no concept of reset in it.but still that depends on your need on what u need to achieve ....

Related

Alternate implementation of Builder Pattern. Anything wrong with this?

Most of the implementations of Builder pattern I have seen are along these lines:
https://github.com/Design-pattrns/Builder-Pattern/blob/master/src/Computer.java
Basically the nested builder class needs to mirror all the attributes of the class that we need to build objects of and then provide methods to set the said attributes and an additional build() method inside the builder class.
When I tried to implement builder on my own, I came up with this (I use an instance of Person object inside builder instead of copying all the attributes of the Person class)
public class Person {
private String firstName;
private String lastName;
public static class PersonBuilder{
private Person person = new Person();
public PersonBuilder firstName(String firstName){
person.firstName = firstName;
return this;
}
public PersonBuilder lastName(String lastName){
person.lastName = lastName;
return this;
}
public Person build(){
return person;
}
}
}
Benefits:
1). No need to repeat the attributes of the class we want to instantiate
2). build method is simplified, just need to return the person object.
3). The Person class need not have a constructor which takes the Builder object as argument
4). More easily "updatable". If new attributes are added to person class, all we need
to do is add the set method inside the builder class if needed. No need to
create another attribute.
Cons:
1). The person object is eager initialised?
So are there any issues with this implementation?
I would say the example above is "simpler" but it has none of the advantages a builder offers and its probably better to just use the new keywords where you need the object and adding the properties to the constructor. Id say the drawbacks compared to the builder are as follows:
it can only make a single instance
once the builder has "finished" it can continue to interact with the object as it still holds a reference to it.
its very tightly coupled to the product it is "building".
the fact that the person class has to expose a lot of properties as mutable for the builder, which you might want to not be mutable elsewhere in the code.
Its actually more of a configurator, I would not advise this pattern however you could pass the object to be configured into the constructor. In which case I would create two interfaces
IConfigurablePerson which includes the setters
IPerson which includes the getters
Give the configurator IConfigurablePerson to its constructor, so it can access the setters then give other classes IPerson with only the getters. The advantage this offers is that it can work with multiple implementations of IConfigurablePerson without needing to know the class its working with (decoupling).

What is this: Object holding static list of same objects BUT casted to interface?

I encountered the situation mentioned in the topic now more than once and now I want to ask in here for
other opinions, hints, explanations, why someone should/would/ do things like this:
There is an object of class A, which implements the interface I_1o
This object has a static member, a collection, typed by interface I_1.
The class A has an interface-implemented method, which is called get_instance ( key-params ).
It looks inside the collection for a specified object fitting the key params and returns the
relevant object.
Is there a name for this (design pattern, whatever), a reason, a "best practice" explanation, why this seems to be a singleton but on the other hand it is not, just recursive object holding?
If no one understands, what I mean, just let me know, I will try to clarify it then.
This sounds an awful lot like an Object Pool design pattern. Documentation here.
This looks something like this:
public class Pool
{
private static int MAX_ELEMS = 10;
private static List<Object> instances;
private static void initialise()
{
if(instances == null) {
instances = new ArrayList<Object>();
// Initialise all the objects in the list.
}
}
public static Object getInstance(String key)
{
for(Object instance : instances) {
if(instance.equals(key)) { // Just an example
return instance;
}
}
}
}
The reason for this design pattern is to avoid the expensive re-instanciation of objects. If you have a load of, for example, Server connection objects, and you want to limit the amount of connections to the server, then you implement a pattern like this. It will mean that no more than MAX_ELEMS objects exist at one time, and it also means that they are not created during use of the program; they are built during some loading period in the program.
This looks like a Registry or IdentityMap.

How to Implement Castle Windsor IScopeAccessor to provide NHibernate Session Per ViewModel using LifestyleScoped

I am looking for some help creating an implementation of IScopeAccessor, or finding a new solution, that will allow me to provide an NHibernate session per ViewModel.
I know that Windsor now supports scoped lifestyles as seen (here). However the example creates the special scope with a using block and calling container.resolve within the using.
_container.Register(Component.For<A>().LifestyleScoped());
using (_container.BeginScope())
{
var a1 = _container.Resolve<A>();
var a2 = _container.Resolve<A>();
Assert.AreSame(a1, a2);
}
I can't think of a way to make this work because I don't want to pass around the container and I want the scope to be tied to the ViewModel that gets created, which will happen dynamically as they are needed.
As an alternative it looks like I can create an implementation of IScopeAccessor which, according to Krzysztof Koźmic (here) would allow me to
"... provide any scope you like. Scope is an abstract term here and it can be anything."
Unfortunately I cannot find an implementation of IScopeAccessor that isn't specific to a web based scenario and I am struggling to understand exactly what I need to do to turn "anything" into a valid scope.
I have found an example of exactly what I want to do using Ninject (http://www.emidee.net/index.php/2010/08/23/ninject-use-one-database-session-per-view-model/):
Bind<ISession>().ToMethod(ctx =>
{
var session = ctx.Kernel.Get<....>().BuildSessionFactory().OpenSession();
return session;
})
.InScope(context =>
{
var request = context.Request;
if (typeof(IViewModel).IsAssignableFrom(request.Service))
return request;
while ((request = request.ParentRequest) != null)
if (typeof(IViewModel).IsAssignableFrom(request.Service))
return request;
return new object();
});
In Ninject, the InScope indicates that any instances created by the binding should be reused as long as the object returned by the call back remains alive. Essentially, this call back returns the root level ViewModel (since ViewModels can be nested).
Any thoughts on how I can do the same thing or get the same result using Windsor?
The problem seems to be the place of creation.
If it's all about dependencies of viewmodels being constructed, you could maybe use boud lifestyle, as described in What's new...
Or you could alternatively use your own scope accessor, that is sensitive to viewmodels. for example like this:
public class ViewModelScopeAccessor : IScopeAccessor
{
private IDictionary<Guid, ILifetimeScope> scopes = new Dictionary<Guid, ILifetimeScope>();
private ILifetimeScope defaultScope;
public ViewModelScopeAccessor()
: this(new DefaultLifetimeScope())
{ }
public ViewModelScopeAccessor(ILifetimeScope defaultScope)
{
this.defaultScope = defaultScope;
}
public ILifetimeScope GetScope(CreationContext context)
{
var creator = context.Handler.ComponentModel.Implementation;
var viewModel = creator as IViewModel;
if (viewModel != null)
{
ILifetimeScope scope;
if (!scopes.TryGetValue(viewModel.UID, out scope))
{
scope = new DefaultLifetimeScope();
scopes[viewModel.UID] = scope;
}
return scope;
}
else
{
return defaultScope;
}
}
public void Dispose()
{
foreach (var scope in scopes)
{
scope.Value.Dispose();
}
defaultScope.Dispose();
scopes.Clear();
}
}
for the following viewmodel interface :
public interface IViewModel
{
string DisplayName { get; }
Guid UID { get; }
}
You of course could compare the viewmodels in other ways, it's just an example.
The drawback of both, the bound lifestyle and that scope accessor, is, that it won't work, if you use a typed factory inside your viewmodel, to lazily construct objects, since the scope accessor has no idea, from which object/method its factory method was called. But I think is is a general .NET issue, since a method does actually never know, from where it has been called.
So, you could then use your own factories, that produce only one instance per factory instance and make them scoped to your viewmodels too.
Hope this helps.

Can a class return an object of itself

Can a class return an object of itself.
In my example I have a class called "Change" which represents a change to the system, and I am wondering if it is in anyway against design principles to return an object of type Change or an ArrayList which is populated with all the recent Change objects.
Yes, a class can have a method that returns an instance of itself. This is quite a common scenario.
In C#, an example might be:
public class Change
{
public int ChangeID { get; set; }
private Change(int changeId)
{
ChangeID = changeId;
LoadFromDatabase();
}
private void LoadFromDatabase()
{
// TODO Perform Database load here.
}
public static Change GetChange(int changeId)
{
return new Change(changeId);
}
}
Yes it can. In fact, that's exactly what a singleton class does. The first time you call its class-level getInstance() method, it constructs an instance of itself and returns that. Then subsequent calls to getInstance() return the already-constructed instance.
Your particular case could use a similar method but you need some way of deciding the list of recent changes. As such it will need to maintain its own list of such changes. You could do this with a static array or list of the changes. Just be certain that the underlying information in the list doesn't disappear - this could happen in C++ (for example) if you maintained pointers to the objects and those objects were freed by your clients.
Less of an issue in an automatic garbage collection environment like Java since the object wouldn't disappear whilst there was still a reference to it.
However, you don't have to use this method. My preference with what you describe would be to have two clases, changelist and change. When you create an instance of the change class, pass a changelist object (null if you don't want it associated with a changelist) with the constructor and add the change to that list before returning it.
Alternatively, have a changelist method which creates a change itself and returns it, remembering the change for its own purposes.
Then you can query the changelist to get recent changes (however you define recent). That would be more flexible since it allows multiple lists.
You could even go overboard and allow a change to be associated with multiple changelists if so desired.
Another reason to return this is so that you can do function chaining:
class foo
{
private int x;
public foo()
{
this.x = 0;
}
public foo Add(int a)
{
this.x += a;
return this;
}
public foo Subtract(int a)
{
this.x -= a;
return this;
}
public int Value
{
get { return this.x; }
}
public static void Main()
{
foo f = new foo();
f.Add(10).Add(20).Subtract(1);
System.Console.WriteLine(f.Value);
}
}
$ ./foo.exe
29
There's a time and a place to do function chaining, and it's not "anytime and everywhere." But, LINQ is a good example of a place that hugely benefits from function chaining.
A class will often return an instance of itself from what is sometimes called a "factory" method. In Java or C++ (etc) this would usually be a public static method, e.g. you would call it directly on the class rather than on an instance of a class.
In your case, in Java, it might look something like this:
List<Change> changes = Change.getRecentChanges();
This assumes that the Change class itself knows how to track changes itself, rather than that job being the responsibility of some other object in the system.
A class can also return an instance of itself in the singleton pattern, where you want to ensure that only one instance of a class exists in the world:
Foo foo = Foo.getInstance();
The fluent interface methods work on the principal of returning an instance of itself, e.g.
StringBuilder sb = new StringBuilder("123");
sb.Append("456").Append("789");
You need to think about what you're trying to model. In your case, I would have a ChangeList class that contains one or more Change objects.
On the other hand, if you were modeling a hierarchical structure where a class can reference other instances of the class, then what you're doing makes sense. E.g. a tree node, which can contain other tree nodes.
Another common scenario is having the class implement a static method which returns an instance of it. That should be used when creating a new instance of the class.
I don't know of any design rule that says that's bad. So if in your model a single change can be composed of multiple changes go for it.

What is the real significance(use) of polymorphism

I am new to OOP. Though I understand what polymorphism is, but I can't get the real use of it. I can have functions with different name. Why should I try to implement polymorphism in my application.
Classic answer: Imagine a base class Shape. It exposes a GetArea method. Imagine a Square class and a Rectangle class, and a Circle class. Instead of creating separate GetSquareArea, GetRectangleArea and GetCircleArea methods, you get to implement just one method in each of the derived classes. You don't have to know which exact subclass of Shape you use, you just call GetArea and you get your result, independent of which concrete type is it.
Have a look at this code:
#include <iostream>
using namespace std;
class Shape
{
public:
virtual float GetArea() = 0;
};
class Rectangle : public Shape
{
public:
Rectangle(float a) { this->a = a; }
float GetArea() { return a * a; }
private:
float a;
};
class Circle : public Shape
{
public:
Circle(float r) { this->r = r; }
float GetArea() { return 3.14f * r * r; }
private:
float r;
};
int main()
{
Shape *a = new Circle(1.0f);
Shape *b = new Rectangle(1.0f);
cout << a->GetArea() << endl;
cout << b->GetArea() << endl;
}
An important thing to notice here is - you don't have to know the exact type of the class you're using, just the base type, and you will get the right result. This is very useful in more complex systems as well.
Have fun learning!
Have you ever added two integers with +, and then later added an integer to a floating-point number with +?
Have you ever logged x.toString() to help you debug something?
I think you probably already appreciate polymorphism, just without knowing the name.
In a strictly typed language, polymorphism is important in order to have a list/collection/array of objects of different types. This is because lists/arrays are themselves typed to contain only objects of the correct type.
Imagine for example we have the following:
// the following is pseudocode M'kay:
class apple;
class banana;
class kitchenKnife;
apple foo;
banana bar;
kitchenKnife bat;
apple *shoppingList = [foo, bar, bat]; // this is illegal because bar and bat is
// not of type apple.
To solve this:
class groceries;
class apple inherits groceries;
class banana inherits groceries;
class kitchenKnife inherits groceries;
apple foo;
banana bar;
kitchenKnife bat;
groceries *shoppingList = [foo, bar, bat]; // this is OK
Also it makes processing the list of items more straightforward. Say for example all groceries implements the method price(), processing this is easy:
int total = 0;
foreach (item in shoppingList) {
total += item.price();
}
These two features are the core of what polymorphism does.
Advantage of polymorphism is client code doesn't need to care about the actual implementation of a method.
Take look at the following example.
Here CarBuilder doesn't know anything about ProduceCar().Once it is given a list of cars (CarsToProduceList) it will produce all the necessary cars accordingly.
class CarBase
{
public virtual void ProduceCar()
{
Console.WriteLine("don't know how to produce");
}
}
class CarToyota : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Toyota Car ");
}
}
class CarBmw : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Bmw Car");
}
}
class CarUnknown : CarBase { }
class CarBuilder
{
public List<CarBase> CarsToProduceList { get; set; }
public void ProduceCars()
{
if (null != CarsToProduceList)
{
foreach (CarBase car in CarsToProduceList)
{
car.ProduceCar();// doesn't know how to produce
}
}
}
}
class Program
{
static void Main(string[] args)
{
CarBuilder carbuilder = new CarBuilder();
carbuilder.CarsToProduceList = new List<CarBase>() { new CarBmw(), new CarToyota(), new CarUnknown() };
carbuilder.ProduceCars();
}
}
Polymorphism is the foundation of Object Oriented Programming. It means that one object can be have as another project. So how does on object can become other, its possible through following
Inheritance
Overriding/Implementing parent Class behavior
Runtime Object binding
One of the main advantage of it is switch implementations. Lets say you are coding an application which needs to talk to a database. And you happen to define a class which does this database operation for you and its expected to do certain operations such as Add, Delete, Modify. You know that database can be implemented in many ways, it could be talking to file system or a RDBM server such as MySQL etc. So you as programmer, would define an interface that you could use, such as...
public interface DBOperation {
public void addEmployee(Employee newEmployee);
public void modifyEmployee(int id, Employee newInfo);
public void deleteEmployee(int id);
}
Now you may have multiple implementations, lets say we have one for RDBMS and other for direct file-system
public class DBOperation_RDBMS implements DBOperation
// implements DBOperation above stating that you intend to implement all
// methods in DBOperation
public void addEmployee(Employee newEmployee) {
// here I would get JDBC (Java's Interface to RDBMS) handle
// add an entry into database table.
}
public void modifyEmployee(int id, Employee newInfo) {
// here I use JDBC handle to modify employee, and id to index to employee
}
public void deleteEmployee(int id) {
// here I would use JDBC handle to delete an entry
}
}
Lets have File System database implementation
public class DBOperation_FileSystem implements DBOperation
public void addEmployee(Employee newEmployee) {
// here I would Create a file and add a Employee record in to it
}
public void modifyEmployee(int id, Employee newInfo) {
// here I would open file, search for record and change values
}
public void deleteEmployee(int id) {
// here I search entry by id, and delete the record
}
}
Lets see how main can switch between the two
public class Main {
public static void main(String[] args) throws Exception {
Employee emp = new Employee();
... set employee information
DBOperation dboper = null;
// declare your db operation object, not there is no instance
// associated with it
if(args[0].equals("use_rdbms")) {
dboper = new DBOperation_RDBMS();
// here conditionally, i.e when first argument to program is
// use_rdbms, we instantiate RDBM implementation and associate
// with variable dboper, which delcared as DBOperation.
// this is where runtime binding of polymorphism kicks in
// JVM is allowing this assignment because DBOperation_RDBMS
// has a "is a" relationship with DBOperation.
} else if(args[0].equals("use_fs")) {
dboper = new DBOperation_FileSystem();
// similarly here conditionally we assign a different instance.
} else {
throw new RuntimeException("Dont know which implemnation to use");
}
dboper.addEmployee(emp);
// now dboper is refering to one of the implementation
// based on the if conditions above
// by this point JVM knows dboper variable is associated with
// 'a' implemenation, and it will call appropriate method
}
}
You can use polymorphism concept in many places, one praticle example would be: lets you are writing image decorer, and you need to support the whole bunch of images such as jpg, tif, png etc. So your application will define an interface and work on it directly. And you would have some runtime binding of various implementations for each of jpg, tif, pgn etc.
One other important use is, if you are using java, most of the time you would work on List interface, so that you can use ArrayList today or some other interface as your application grows or its needs change.
Polymorphism allows you to write code that uses objects. You can then later create new classes that your existing code can use with no modification.
For example, suppose you have a function Lib2Groc(vehicle) that directs a vehicle from the library to the grocery store. It needs to tell vehicles to turn left, so it can call TurnLeft() on the vehicle object among other things. Then if someone later invents a new vehicle, like a hovercraft, it can be used by Lib2Groc with no modification.
I guess sometimes objects are dynamically called. You are not sure whether the object would be a triangle, square etc in a classic shape poly. example.
So, to leave all such things behind, we just call the function of derived class and assume the one of the dynamic class will be called.
You wouldn't care if its a sqaure, triangle or rectangle. You just care about the area. Hence the getArea method will be called depending upon the dynamic object passed.
One of the most significant benefit that you get from polymorphic operations is ability to expand.
You can use same operations and not changing existing interfaces and implementations only because you faced necessity for some new stuff.
All that we want from polymorphism - is simplify our design decision and make our design more extensible and elegant.
You should also draw attention to Open-Closed Principle (http://en.wikipedia.org/wiki/Open/closed_principle) and for SOLID (http://en.wikipedia.org/wiki/Solid_%28Object_Oriented_Design%29) that can help you to understand key OO principles.
P.S. I think you are talking about "Dynamic polymorphism" (http://en.wikipedia.org/wiki/Dynamic_polymorphism), because there are such thing like "Static polymorphism" (http://en.wikipedia.org/wiki/Template_metaprogramming#Static_polymorphism).
You don't need polymorphism.
Until you do.
Then its friggen awesome.
Simple answer that you'll deal with lots of times:
Somebody needs to go through a collection of stuff. Let's say they ask for a collection of type MySpecializedCollectionOfAwesome. But you've been dealing with your instances of Awesome as List. So, now, you're going to have to create an instance of MSCOA and fill it with every instance of Awesome you have in your List<T>. Big pain in the butt, right?
Well, if they asked for an IEnumerable<Awesome>, you could hand them one of MANY collections of Awesome. You could hand them an array (Awesome[]) or a List (List<Awesome>) or an observable collection of Awesome or ANYTHING ELSE you keep your Awesome in that implements IEnumerable<T>.
The power of polymorphism lets you be type safe, yet be flexible enough that you can use an instance many many different ways without creating tons of code that specifically handles this type or that type.
Tabbed Applications
A good application to me is generic buttons (for all tabs) within a tabbed-application - even the browser we are using it is implementing Polymorphism as it doesn't know the tab we are using at the compile-time (within the code in other words). Its always determined at the Run-time (right now! when we are using the browser.)