Creational patterns
In software engineering, creational design patterns are design patterns
that deal with object creation mechanisms, trying to create objects in a
manner suitable to the situation. The basic form of object creation could
result in design problems or added complexity to the design. Creational
design patterns solve this problem by somehow controlling this object
creation.
Abstract Factory
Creates an instance of several families of classes
Builder
Separates object construction from its representation
Factory Method
Creates an instance of several derived classes
Object Pool
Avoid expensive acquisition and release of resources by recycling
objects that are no longer in use
Prototype
A fully initialized instance to be copied or cloned
Singleton
A class of which only a single instance can exist
Rules of thumb
1. Sometimes creational patterns are competitors: there are cases when
either Prototype or Abstract Factory could be used profitably. At
other times they are complementary: Abstract Factory might store
a set of Prototypes from which to clone and return product
objects, Builder can use one of the other patterns to implement
which components get built. Abstract Factory, Builder,
and Prototype can use Singleton in their implementation.
2. Abstract Factory, Builder, and Prototype define a factory object
that's responsible for knowing and creating the class of product
objects, and make it a parameter of the system. Abstract
Factory has the factory object producing objects of several
classes. Builder has the factory object building a complex product
incrementally using a correspondingly complex
protocol. Prototype has the factory object (aka prototype) building
a product by copying a prototype object.
3. Abstract Factory classes are often implemented with Factory
Methods, but they can also be implemented using Prototype.
4. Abstract Factory can be used as an alternative to Facade to hide
platform-specific classes.
5. 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.
6. Builder is to creation as Strategy is to algorithm.
7. Builder often builds a Composite.
8. Factory Methods are usually called within Template methods.
9. Factory Method: creation through inheritance. Prototype: creation
through delegation.
10. 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.
11. Prototype doesn't require subclassing, but it does require an
Initialize operation. Factory Method requires subclassing, but
doesn't require Initialize.
12. Designs that make heavy use of
the Composite and Decorator patterns often can benefit
from Prototype as well.
Abstract Factory Design Pattern
Intent
Provide an interface for creating families of related or dependent
objects without specifying their concrete classes.
A hierarchy that encapsulates: many possible "platforms", and the
construction of a suite of "products".
The new operator considered harmful.
Problem
If an application is to be portable, it needs to encapsulate platform
dependencies. These "platforms" might include: windowing system,
operating system, database, etc. Too often, this encapsulation is not
engineered in advance, and lots of #ifdef case statements with options for
all currently supported platforms begin to procreate like rabbits throughout
the code.
Discussion
Provide a level of indirection that abstracts the creation of families of
related or dependent objects without directly specifying their concrete
classes. The "factory" object has the responsibility for providing creation
services for the entire platform family. Clients never create platform objects
directly, they ask the factory to do that for them.
This mechanism makes exchanging product families easy because the
specific class of the factory object appears only once in the application -
where it is instantiated. The application can wholesale replace the entire
family of products simply by instantiating a different concrete instance of
the abstract factory.
Because the service provided by the factory object is so pervasive, it is
routinely implemented as a Singleton.
Structure
The Abstract Factory defines a Factory Method per product. Each Factory
Method encapsulates the new operator and the concrete, platform-specific,
product classes. Each "platform" is then modeled with a Factory derived
class.
Example
The purpose of the Abstract Factory is to provide an interface for creating
families of related objects, without specifying concrete classes. This pattern
is found in the sheet metal stamping equipment used in the manufacture of
Japanese automobiles. The stamping equipment is an Abstract Factory
which creates auto body parts. The same machinery is used to stamp right
hand doors, left hand doors, right front fenders, left front fenders, hoods,
etc. for different models of cars. Through the use of rollers to change the
stamping dies, the concrete classes produced by the machinery can be
changed within three minutes.
Check list
1. Decide if "platform independence" and creation services are the
current source of pain.
2. Map out a matrix of "platforms" versus "products".
3. Define a factory interface that consists of a factory method per
product.
4. Define a factory derived class for each platform that encapsulates all
references to the newoperator.
5. The client should retire all references to new, and use the factory
methods to create the product objects.
Rules of thumb
Sometimes creational patterns are competitors: there are cases when
either Prototype or Abstract Factory could be used profitably. At
other times they are complementary: Abstract Factory might store a
set of Prototypes from which to clone and return product objects,
Builder can use one of the other patterns to implement which
components get built. Abstract Factory, Builder, and Prototype can
use Singleton in their implementation.
Abstract Factory, Builder, and Prototype define a factory object that's
responsible for knowing and creating the class of product objects,
and make it a parameter of the system. Abstract Factory has the
factory object producing objects of several classes. Builder has the
factory object building a complex product incrementally using a
correspondingly complex protocol. Prototype has the factory object
(aka prototype) building a product by copying a prototype object.
Abstract Factory classes are often implemented with Factory
Methods, but they can also be implemented using Prototype.
Abstract Factory can be used as an alternative to Facade to hide
platform-specific classes.
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.
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.