Category Archives: Technology

Builder Pattern – Creational Pattern

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The Builder Pattern is a software design pattern. The intention is to abstract steps of construction of objects so that different implementations of these steps can construct different representations of objects.

The Builder Pattern separates the construction of a complex object from its representation, so that several different representations can be created depending on the needs of the program.

Often, the Builder Pattern is used to build Products in accordance to the Composite pattern, a structure pattern.

Class Diagram

Class Diagram representation of Builder Pattern

Class Diagram of Builder Pattern

Builder: Abstract interface for creating objects (product).

Concrete Builder: Provide implementation for Builder. Construct and assemble parts to build the objects.

Director: The Director class is responsible for managing the correct sequence of object creation. It receives a Concrete Builder as a parameter and executes the necessary operations on it.

Product: The Product is the final object that will be created by the Director using Builder.

  • Builder focuses on constructing a complex object step by step. Abstract Factory emphasizes a family of product objects (either simple or complex). Builder returns the product as a final step, but as far as the Abstract Factory is concerned, the product gets returned immediately.
  • Builder often builds a Composite.
  • Often, designs start out using Factory Method (less complicated, more customizable, subclasses proliferate) and evolve toward Abstract Factory, Prototype, or Builder (more flexible, more complex) as the designer discovers where more flexibility is needed.
  • Sometimes creational patterns are complementary: Builder can use one of the other patterns to implement which components are built. Abstract Factory, Builder, and Prototype can use Singleton in their implementations.

Consequences of the Builder Pattern

  •  A Builder lets you vary the internal representation of the product it builds. It also hides the details of how the product is assembled.
  •  Each specific builder is independent of the others and of the rest of the program. This improves modularity and makes the addition of other builders relatively simple.
  •  Because each builder constructs the final product step-by-step, depending on the data, you have more control over each final product that a Builder constructs.
  • A Builder pattern is somewhat like an Abstract Factory pattern in that both return classes made up of a number of methods and objects. The main difference is that while the Abstract Factory returns a family of related classes, the Builder constructs a complex object step by step depending on the data presented to it.

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Factory Pattern – Creational Pattern

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The factory pattern is a creational design pattern used in software development to encapsulate the processes involved in the creation of objects.

The creation of an object often requires complex processes not appropriate to include within a composing object. The object’s creation may lead to a significant duplication of code, may require information not accessible to the composing object, may not provide a sufficient level of abstraction, or may otherwise not be part of the composing object’s concerns.

Use the factory pattern when:

  • The creation of the object precludes reuse without significantly duplicating code.
  • The creation of the object requires access to information or resources not appropriate to contain within the composing object.
  • The lifetime management of created objects needs to be centralised to ensure consistent behavior.

In simple words, if we have a super class and n sub-classes, and based on data provided, we have to return the object of one of the sub-classes, we use a factory pattern.

Let’s take an example to understand this pattern.

Example: Let’s suppose an application asks for entering the name and sex of a person. If the sex is Male (M), it displays welcome message saying Hello Mr. <Name> and if the sex is Female (F), it displays message saying Hello Ms <Name>

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Singleton Pattern – Creational Pattern

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In software engineering, the singleton pattern is a design pattern used to implement the mathematical concept of a singleton, by restricting the instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. The concept is sometimes generalized to systems that operate more efficiently when only one object exists, or that restrict the instantiation to a certain number of objects (say, five). It introduces global state into an application.

Implementation

Implementation of a singleton pattern must satisfy the single instance and global access principles. It requires a mechanism to access the singleton class member without creating a class object and a mechanism to persist the value of class members among class objects. The singleton pattern is implemented by creating a class with a method that creates a new instance of the class if one does not exist. If an instance already exists, it simply returns a reference to that object. To make sure that the object cannot be instantiated any other way, the constructor is made protected (not private, because reuse and unit test could need to access the constructor). Note the distinction between a simple static instance of a class and a singleton: although a singleton can be implemented as a static instance, it can also be lazily constructed, requiring no memory or resources until needed. Another notable difference is that static member classes cannot implement an interface, unless that interface is simply a marker. So if the class has to realize a contract expressed by an interface, it really has to be a singleton.

The singleton pattern must be carefully constructed in multi-threaded applications. If two threads are to execute the creation method at the same time when a singleton does not yet exist, they both must check for an instance of the singleton and then only one should create the new one. If the programming language has concurrent processing capabilities the method should be constructed to execute as a mutually exclusive operation.

The classic solution to this problem is to use mutual exclusion on the class that indicates that the object is being instantiated.

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