Creational Patterns (1) CS350, SE310, Fall, 2010.

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Presentation transcript:

Creational Patterns (1) CS350, SE310, Fall, 2010

Review  Class Rules  Software Design  Mapping between problem domain to programming domain  Object Oriented Design  Shift in responsibility  Abstraction  Modularization  What is the most difficult part?  Is design pattern something new?

A Maze Game  Popular videogame  Centerpiece: a class that generates maze layouts  creates random mazes to be solved  different for every game  MazeGame

Maze creation process Invoked for each game

Maze creation process public class MazeGame { public MazeGame() {...} public Maze createMaze () { Maze aMaze = new Maze(); Room r1 = new Room(0); Room r2 = new Room(1); Door theDoor = new Door(r1, r2); aMaze.addRoom(r1); aMaze.addRoom(r2); r1.setSide(Direction.NORTH, new Wall()); r1.setSide(Direction.EAST, theDoor); r1.setSide(Direction.SOUTH, new Wall()); r1.setSide(Direction.WEST, new Wall()); r2.setSide(Direction.NORTH, new Wall()); r2.setSide(Direction.EAST, new Wall()); r2.setSide(Direction.SOUTH, new Wall()); r2.setSide(Direction.WEST, theDoor); return aMaze; } //... } *Note – Direction is an enumerated type.

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.

Solutions with current code public class MazeGame { public MazeGame() {...} public Maze createMaze () { Maze aMaze = new Maze(); Room r1 = new Room(0); Room r2 = new Room(1); Door theDoor = new Door(r1, r2); aMaze.addRoom(r1); aMaze.addRoom(r2); r1.setSide(MapSite.NORTH, new Wall()); r1.setSide( Direction.EAST, theDoor); r1.setSide( Direction.SOUTH, new Wall()); r1.setSide( Direction.WEST, new Wall()); r2.setSide( Direction.NORTH, new Wall()); r2.setSide( Direction.EAST, new Wall()); r2.setSide( Direction.SOUTH, new Wall()); r2.setSide( Direction.WEST, theDoor); return aMaze; } //... } 1. Duplicate code of createMaze() ◦ createEnchantedMaze() ◦ createBombedMaze() 2. Add switch/case statements every time a constructor is invoked ◦ based on some flag variable 3. … 4. Re-factor!

Object creation patterns

Refactoring maze creation Factory Methods Client still invokes this method

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(); }

Creating the maze public class MazeGame { public MazeGame() {...} public Maze createMaze () { Maze aMaze = MakeMaze(); Room r1 = MakeRoom(0); Room r2 = MakeRoom(1); Door theDoor = MakeDoor(r1, r2); aMaze.addRoom(r1); aMaze.addRoom(r2); r1.setSide(Direction.NORTH, MakeWall()); r1.setSide(Direction.EAST, theDoor); r1.setSide(Direction.SOUTH, MakeWall()); r1.setSide(Direction.WEST, MakeWall()); r2.setSide(Direction.NORTH, MakeWall()); r2.setSide(Direction.EAST, MakeWall()); r2.setSide(Direction.SOUTH, MakeWall()); r2.setSide(Direction.WEST, theDoor); return aMaze; } //... }

Build Enchanted Products

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

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);} }

Build Bombed Mazes

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

The Factory Method pattern - structure

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

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

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

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?

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

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!

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

Another creational pattern  Abstract Factory  Similar to Factory method  Let’s see the difference in our Maze game example …

MazeGame Abstract Factory

 The createMaze() now method takes a MazeFactory reference as a parameter

Enchanted Feature

Bombed Feature

Abstract Factory - structure

Dependency Inversion Principle

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.

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

The Abstract Factory pattern Classification: ◦ Creational purpose; Class 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 prduc requires changing the AbstractFactory interface

Real-world example: A GUI toolkit that supports multiple look-and-feels

The Factory Method Pattern defines an interface for creating an object, but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to the subclasses The Abstract Factory Pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.

Bullet Points  All factories encapsulate object creation  Factory Method relies on inheritance: object creation is delegated to subclasses which implement the factory method to create objects  All factory patterns promote loose coupling by reducing the dependency of your application on concrete classes

Bullet Points  The intent of Factory Method is to allow a class to defer instantiation to its subclasses  The intent of Abstract Factory is to create families of related objects without having to depend on their concrete classes.

Class recap  Creational patterns  Factory method  Abstract Factory

Design Principles  Open Close Principle  Dependency Inversion  Information Hiding