-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBuilder Pattern
More file actions
215 lines (178 loc) · 5.33 KB
/
Builder Pattern
File metadata and controls
215 lines (178 loc) · 5.33 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
+-------------+ +------------------+
| Client | | Builder |
+-------------+ +------------------+
| |
| uses | constructs
| |
+----v----------------------v----+
| ProductBuilder |
+--------------------------------+
| + build() |
| + setProperty1(type) |
| + setProperty2(type) |
| + ... |
+-------------^------------------+
|
+------v------+
| |
| Product |
| |
+-------------+
When you want to create a complex object,
1 way is to pass too many arguments in the constructor,
have multiple constructors.
this makes the code error prone.
Other Method, is you create object step by step, so builder pattern can be used.
// Builder will have the API to set underlying object's capabilities.
// Make builder as friend class/ inner class.
// return reference of builder in its API to provide chaining.
// build API creates object for outer class.
#include <iostream>
#include <memory>
using namespace std;
class Attributes {
friend class Builder;
private :
int mType;
int mUsage;
Attributes() {}
public:
class Builder {
public :
Builder() {
cout <<" builder";
}
std::unique_ptr<Attributes> build() {
std::unique_ptr<Attributes> attr(new Attributes());
attr->mUsage = mUsage;
attr->mType = mType;
return attr;
}
Builder& setUsage(int usage) {
mUsage = usage;
return *this;
}
Builder& setType(int type) {
mType = type;
return *this;
}
private:
int mUsage;
int mType;
};
int getType() { return mType;}
int getUsage() { return mUsage;}
void print() {
cout <<" type " << mType <<" usage " << mUsage <<endl;
}
};
int main() {
Attributes::Builder builder;
builder.setType(10);
builder.setUsage(20);
auto aa = builder.build();
aa->print();
// using with chaining
// auto aa = Attributes::Builder().setUsage(2).setType(3).build();
// aa->print();
}
Here is another example of creating a computer with Builder pattern.
class Computer {
public:
// friend class Builder;
class Builder;
private :
int mCPUs = 1;
int mGPU = 0;
bool mHasGrphics = false;
int mRam = 2; // 2GB
int mStorage = 512; // 512GB
int mPower = 2000;
Computer() {
cout <<"computer created" <<endl;
}
public:
~Computer() {
print();
cout <<"computer destroyed"<<endl;
}
public:
void print() {
cout <<" computer specification :"
<< " cpus " << mCPUs
<< " gpus " << mGPU
<< " has graphics " << mHasGrphics
<< " RAM " << mRam
<< " storage " << mStorage
<< " mPower " << mPower
<<endl;
}
};
class Computer::Builder {
public:
Builder();
std::unique_ptr<Computer> build();
Builder& setCpus(int cpu);
Builder& setGpus(int gpu);
Builder& setGraphicsCard(bool hasGprahicsCard);
Builder& setRAM(int ram);
Builder& setStorage(int storage);
Builder& setPowerSupply(int supply);
private:
int mCPUs = 1;
int mGPU = 0;
bool mHasGrphics = false;
int mRam = 2; // 2GB
int mStorage = 512; // 512GB
int mPower = 2000;
};
Computer::Builder::Builder() {
cout <<"builder created" <<endl;
}
Computer::Builder& Computer::Builder::setCpus(int cpu) {
mCPUs = cpu;
return *this;
}
Computer::Builder& Computer::Builder::setGpus(int gpu) {
mGPU = gpu;
return *this;
}
Computer::Builder& Computer::Builder::setGraphicsCard(bool hasGraphicsCard) {
mHasGrphics = hasGraphicsCard;
return *this;
}
Computer::Builder& Computer::Builder::setPowerSupply(int powerSupply) {
mPower = powerSupply;
return *this;
}
Computer::Builder& Computer::Builder::setRAM(int ram) {
mRam = ram;
return *this;
}
Computer::Builder& Computer::Builder::setStorage(int storage) {
mStorage = storage;
return *this;
}
std::unique_ptr<Computer> Computer::Builder::build() {
std::unique_ptr<Computer> computer (new Computer());
computer->mCPUs = mCPUs;
computer->mGPU = mGPU;
computer->mHasGrphics = mHasGrphics;
computer->mPower = mPower;
computer->mRam = mRam;
computer->mStorage = mStorage;
return computer;
}
int main() {
Computer::Builder builder;
builder.setCpus(10);
builder.setGpus(4);
builder.setGraphicsCard(true);
builder.setPowerSupply(10000);
builder.setRAM(8);
builder.setStorage(1024);
auto comp = builder.build();
//comp->print();
auto obj2 = Computer::Builder().setCpus(10).setGpus(4).setGraphicsCard(true).setPowerSupply(4000).setRAM(200).setStorage(10000).build();
//obj2->print();
}