Builder Design Pattern
definition
|
UML class diagram
participants
The classes and/or objects participating in this pattern are:
- Builder (VehicleBuilder)
- specifies an abstract interface for creating parts of a Product object
- ConcreteBuilder (MotorCycleBuilder, CarBuilder, ScooterBuilder)
- constructs and assembles parts of the product by implementing the Builder interface
- defines and keeps track of the representation it creates
- provides an interface for retrieving the product
- Director (Shop)
- constructs an object using the Builder interface
- Product (Vehicle)
- represents the complex object under construction. ConcreteBuilder builds the product's internal representation and defines the process by which it's assembled
- includes classes that define the constituent parts, including interfaces for assembling the parts into the final result
sample code in C#
This structural code demonstrates the Builder pattern in which complex objects are created in a step-by-step fashion. The construction process can create different object representations and provides a high level of control over the assembly of the objects.
Hide code
// Builder pattern -- Structural example
|
using System;
using System.Collections.Generic;
namespace DoFactory.GangOfFour.Builder.Structural
{
/// <summary>
/// MainApp startup class for Structural
/// Builder Design Pattern.
/// </summary>
public class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
public static void Main()
{
// Create director and builders
Director director = new Director();
Builder b1 = new ConcreteBuilder1();
Builder b2 = new ConcreteBuilder2();
// Construct two products
director.Construct(b1);
Product p1 = b1.GetResult();
p1.Show();
director.Construct(b2);
Product p2 = b2.GetResult();
p2.Show();
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'Director' class
/// </summary>
class Director
{
// Builder uses a complex series of steps
public void Construct(Builder builder)
{
builder.BuildPartA();
builder.BuildPartB();
}
}
/// <summary>
/// The 'Builder' abstract class
/// </summary>
abstract class Builder
{
public abstract void BuildPartA();
public abstract void BuildPartB();
public abstract Product GetResult();
}
/// <summary>
/// The 'ConcreteBuilder1' class
/// </summary>
class ConcreteBuilder1 : Builder
{
private Product _product = new Product();
public override void BuildPartA()
{
_product.Add("PartA");
}
public override void BuildPartB()
{
_product.Add("PartB");
}
public override Product GetResult()
{
return _product;
}
}
/// <summary>
/// The 'ConcreteBuilder2' class
/// </summary>
class ConcreteBuilder2 : Builder
{
private Product _product = new Product();
public override void BuildPartA()
{
_product.Add("PartX");
}
public override void BuildPartB()
{
_product.Add("PartY");
}
public override Product GetResult()
{
return _product;
}
}
/// <summary>
/// The 'Product' class
/// </summary>
class Product
{
private List<string> _parts = new List<string>();
public void Add(string part)
{
_parts.Add(part);
}
public void Show()
{
Console.WriteLine("\nProduct Parts -------");
foreach (string part in _parts)
Console.WriteLine(part);
}
}
}
|
Output
Product Parts -------
PartA PartB Product Parts ------- PartX PartY |
This real-world code demonstates the Builder pattern in which different vehicles are assembled in a step-by-step fashion. The Shop uses VehicleBuilders to construct a variety of Vehicles in a series of sequential steps.
Hide code
// Builder pattern -- Real World example
|
using System;
using System.Collections.Generic;
namespace DoFactory.GangOfFour.Builder.RealWorld
{
/// <summary>
/// MainApp startup class for Real-World
/// Builder Design Pattern.
/// </summary>
public class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
public static void Main()
{
VehicleBuilder builder;
// Create shop with vehicle builders
Shop shop = new Shop();
// Construct and display vehicles
builder = new ScooterBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
builder = new CarBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
builder = new MotorCycleBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'Director' class
/// </summary>
class Shop
{
// Builder uses a complex series of steps
public void Construct(VehicleBuilder vehicleBuilder)
{
vehicleBuilder.BuildFrame();
vehicleBuilder.BuildEngine();
vehicleBuilder.BuildWheels();
vehicleBuilder.BuildDoors();
}
}
/// <summary>
/// The 'Builder' abstract class
/// </summary>
abstract class VehicleBuilder
{
protected Vehicle vehicle;
// Gets vehicle instance
public Vehicle Vehicle
{
get { return vehicle; }
}
// Abstract build methods
public abstract void BuildFrame();
public abstract void BuildEngine();
public abstract void BuildWheels();
public abstract void BuildDoors();
}
/// <summary>
/// The 'ConcreteBuilder1' class
/// </summary>
class MotorCycleBuilder : VehicleBuilder
{
public MotorCycleBuilder()
{
vehicle = new Vehicle("MotorCycle");
}
public override void BuildFrame()
{
vehicle["frame"] = "MotorCycle Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "500 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "2";
}
public override void BuildDoors()
{
vehicle["doors"] = "0";
}
}
/// <summary>
/// The 'ConcreteBuilder2' class
/// </summary>
class CarBuilder : VehicleBuilder
{
public CarBuilder()
{
vehicle = new Vehicle("Car");
}
public override void BuildFrame()
{
vehicle["frame"] = "Car Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "2500 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "4";
}
public override void BuildDoors()
{
vehicle["doors"] = "4";
}
}
/// <summary>
/// The 'ConcreteBuilder3' class
/// </summary>
class ScooterBuilder : VehicleBuilder
{
public ScooterBuilder()
{
vehicle = new Vehicle("Scooter");
}
public override void BuildFrame()
{
vehicle["frame"] = "Scooter Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "50 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "2";
}
public override void BuildDoors()
{
vehicle["doors"] = "0";
}
}
/// <summary>
/// The 'Product' class
/// </summary>
class Vehicle
{
private string _vehicleType;
private Dictionary<string,string> _parts =
new Dictionary<string,string>();
// Constructor
public Vehicle(string vehicleType)
{
this._vehicleType = vehicleType;
}
// Indexer
public string this[string key]
{
get { return _parts[key]; }
set { _parts[key] = value; }
}
public void Show()
{
Console.WriteLine("\n---------------------------");
Console.WriteLine("Vehicle Type: {0}", _vehicleType);
Console.WriteLine(" Frame : {0}", _parts["frame"]);
Console.WriteLine(" Engine : {0}", _parts["engine"]);
Console.WriteLine(" #Wheels: {0}", _parts["wheels"]);
Console.WriteLine(" #Doors : {0}", _parts["doors"]);
}
}
}
|
Output
---------------------------
Vehicle Type: Scooter Frame : Scooter Frame Engine : none #Wheels: 2 #Doors : 0 --------------------------- Vehicle Type: Car Frame : Car Frame Engine : 2500 cc #Wheels: 4 #Doors : 4 --------------------------- Vehicle Type: MotorCycle Frame : MotorCycle Frame Engine : 500 cc #Wheels: 2 #Doors : 0 |
This .NET optimized code demonstrates the same real-world situation as above but uses modern, built-in .NET features, such as, generics, reflection, object initializers, automatic properties, etc.
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