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The document discusses the basics of object-oriented programming, design patterns, and software design principles.

The introduction to OOP covers the basics of OOP, the pillars of OOP such as encapsulation, abstraction, inheritance and polymorphism, and relations between objects.

Design patterns are reusable solutions to commonly occurring problems in software design. We should learn patterns because they help produce more reusable, robust and flexible code.

Di

Dive
ve In
Intto
DE
DESSIGN
PAT TERN
TERNSS
v2021-2.28

DEMO VERSION

Buy the full book:


https://refactoring.guru/design-patterns/book
A Few Words on Copyright
Hi! My name is Alexander Shvets. I’m
the author of the book Dive Into
Design Patterns and the online course
Dive Into Refactoring.

This book is for your personal use only.


Please don’t share it with any third
parties except your family members. If you’d like to share the
book with a friend or colleague, buy and send them a new
copy. You can also buy a site license for your whole team or the
entire company.

All profit from the sale of my books and courses is spent on


the development of Refactoring.Guru. Each copy sold helps
the project immensely and brings the moment of a new book
release a little bit closer.

 Alexander Shvets, Refactoring.Guru, 2021


[email protected]

 Illustrations: Dmitry Zhart


 Editing: Andrew Wetmore, Rhyan Solomon
I dedicate this book to my wife, Maria. If it
hadn’t been for her, I’d probably have finished
the book some 30 years later.
4 Table of Contents

Table of Contents
Table of Contents .................................................................................................. 4
How to Read This Book......................................................................................... 6
INTRODUCTION TO OOP ........................................................................................ 7
Basics of OOP ........................................................................................ 8
Pillars of OOP..................................................................................... 13
Relations Between Objects............................................................ 20
INTRODUCTION TO DESIGN PATTERNS........................................................... 26
What’s a Design Pattern?................................................................ 27
Why Should I Learn Patterns?....................................................... 31
SOFTWARE DESIGN PRINCIPLES ..................................................................... 32
Features of Good Design................................................................ 33
Design Principles........................................................................................... 37
§ Encapsulate What Varies........................................................ 38
§ Program to an Interface, not an Implementation ......... 42
§ Favor Composition Over Inheritance................................. 47
SOLID Principles .............................................................................................51
§ Single Responsibility Principle ............................................ 52
§ Open/Closed Principle............................................................ 54
§ Liskov Substitution Principle................................................ 57
§ Interface Segregation Principle........................................... 64
§ Dependency Inversion Principle ......................................... 67
5 Table of Contents

CATALOG OF DESIGN PATTERNS...................................................................... 71


Creational Design Patterns......................................................................... 72
§ Factory Method ......................................................................... 74
§ Abstract Factory ........................................................................ 90
§ Builder ........................................................................................105
§ Prototype ...................................................................................124
§ Singleton ...................................................................................138
Structural Design Patterns....................................................................... 147
§ Adapter.......................................................................................150
§ Bridge .........................................................................................163
§ Composite .................................................................................178
§ Decorator...................................................................................192
§ Facade ........................................................................................210
§ Flyweight...................................................................................220
§ Proxy ...........................................................................................234
Behavioral Design Patterns ...................................................................... 246
§ Chain of Responsibility.........................................................250
§ Command ..................................................................................268
§ Iterator........................................................................................289
§ Mediator.....................................................................................304
§ Memento....................................................................................320
§ Observer.....................................................................................336
§ State ............................................................................................352
§ Strategy......................................................................................368
§ Template Method....................................................................381
§ Visitor..........................................................................................393
Conclusion ......................................................................................................... 409
6 How to read this book

How to Read This Book


This book contains the descriptions of 22 classic design pat-
terns formulated by the “Gang of Four” (or simply GoF) in 1994.

Each chapter explores a particular pattern. Therefore, you can


read from cover to cover or by picking the patterns you’re inter-
ested in.

Many patterns are related, so you can easily jump from topic
to topic using numerous anchors. The end of each chapter has
a list of links between the current pattern and others. If you
see the name of a pattern that you haven’t seen yet, just keep
reading—this item will appear in one of the next chapters.

Design patterns are universal. Therefore, all code samples in


this book are written in pseudocode that doesn’t constrain the
material to a particular programming language.

Prior to studying patterns, you can refresh your memory by


going over the key terms of object-oriented programming.
That chapter also explains the basics of UML diagrams, which
is useful because the book has tons of them. Of course, if you
already know all of that, you can proceed to learning patterns
right away.
INTRODUCTION
TO OOP
8 Introduction to OOP / Basics of OOP

Basics of OOP
Object-oriented programming is a paradigm based on the con-
cept of wrapping pieces of data, and behavior related to that
data, into special bundles called objects, which are construct-
ed from a set of “blueprints”, defined by a programmer, called
classes.

Objects, classes
Do you like cats? I hope you do because I’ll try to explain the
OOP concepts using various cat examples.

This is a UML class diagram. You’ll see a lot of such diagrams in the book.
9 Introduction to OOP / Basics of OOP

Say you have a cat named Oscar. Oscar is an object, an instance


of the Cat class. Every cat has a lot of standard attributes:
name, sex, age, weight, color, favorite food, etc. These are the
class’s fields.

All cats also behave similarly: they breathe, eat, run, sleep and
meow. These are the class’s methods. Collectively, fields and
methods can be referenced as the members of their class.

Data stored inside the object’s fields is often referenced


as state, and all the object’s methods define its behavior.

Objects are instances of classes.


10 Introduction to OOP / Basics of OOP

Luna, your friend’s cat, is also an instance of the Cat class.


It has the same set of attributes as Oscar. The difference is in
values of these attributes: its sex is female, it has a different
color, and weighs less.

So a class is like a blueprint that defines the structure for


objects, which are concrete instances of that class.

Class hierarchies
Everything fine and dandy when we talk about one class. Nat-
urally, a real program contains more than a single class. Some
of these classes might be organized into class hierarchies. Let’s
find out what that means.

Say your neighbor has a dog called Fido. It turns out, dogs
and cats have a lot in common: name, sex, age, and color are
attributes of both dogs and cats. Dogs can breathe, sleep and
run the same way cats do. So it seems that we can define the
base Animal class that would list the common attributes and
behaviors.

A parent class, like the one we’ve just defined, is called a


superclass. Its children are subclasses. Subclasses inherit state
and behavior from their parent, defining only attributes or
behaviors that differ. Thus, the Cat class would have the
meow method, and the Dog class the bark method.
11 Introduction to OOP / Basics of OOP

UML diagram of a class hierarchy. All classes in this diagram are part of
the Animal class hierarchy.

Assuming that we have a related business requirement, we can


go even further and extract a more general class for all liv-
ing Organisms which will become a superclass for Animals
and Plants . Such a pyramid of classes is a hierarchy. In such
a hierarchy, the Cat class inherits everything from both the
Animal and Organism classes.
12 Introduction to OOP / Basics of OOP

Classes in a UML diagram can be simplified if it’s more important to show


their relations than their contents.

Subclasses can override the behavior of methods that they


inherit from parent classes. A subclass can either complete-
ly replace the default behavior or just enhance it with some
extra stuff.
19 pages
from the full book are omitted in the demo version
SOFTWARE DESIGN
PRINCIPLES
33 Software Design Principles / Features of Good Design

Features of Good Design


Before we proceed to the actual patterns, let’s discuss the
process of designing software architecture: things to aim for
and things you’d better avoid.

 Code reuse
Cost and time are two of the most valuable metrics when
developing any software product. Less time in development
means entering the market earlier than competitors. Lower
development costs mean more money is left for marketing and
a broader reach to potential customers.

Code reuse is one of the most common ways to reduce devel-


opment costs. The intent is pretty obvious: instead of develop-
ing something over and over from scratch, why don’t we reuse
existing code in new projects?

The idea looks great on paper, but it turns out that making
existing code work in a new context usually takes extra effort.
Tight coupling between components, dependencies on con-
crete classes instead of interfaces, hardcoded operations—all
of this reduces flexibility of the code and makes it harder to
reuse it.

Using design patterns is one way to increase flexibility of soft-


ware components and make them easier to reuse. However,
34 Software Design Principles / Code reuse

this sometimes comes at the price of making the components


more complicated.

1
Here’s a piece of wisdom from Erich Gamma , one of the
founding fathers of design patterns, about the role of design
patterns in code reuse:

“ I see three levels of reuse.

At the lowest level, you reuse classes: class libraries, contain-


ers, maybe some class “teams” like container/iterator.

Frameworks are at the highest level. They really try to dis-


till your design decisions. They identify the key abstractions
for solving a problem, represent them by classes and define
relationships between them. JUnit is a small framework, for
example. It is the “Hello, world” of frameworks. It has Test ,
TestCase , TestSuite and relationships defined.

A framework is typically larger-grained than just a single class.


Also, you hook into frameworks by subclassing somewhere.
They use the so-called Hollywood principle of “don’t call us,
we’ll call you.” The framework lets you define your custom
behavior, and it will call you when it’s your turn to do some-
thing. Same with JUnit, right? It calls you when it wants to exe-
cute a test for you, but the rest happens in the framework.

There also is a middle level. This is where I see patterns.


Design patterns are both smaller and more abstract than

1. Erich Gamma on Flexibility and Reuse: https://refactoring.guru/


gamma-interview
35 Software Design Principles / Extensibility

frameworks. They’re really a description about how a couple of


classes can relate to and interact with each other. The level of
reuse increases when you move from classes to patterns and
finally frameworks.

What is nice about this middle layer is that patterns offer


reuse in a way that is less risky than frameworks. Building a
framework is high-risk and a significant investment. Patterns


let you reuse design ideas and concepts independently of con-
crete code.

 Extensibility
Change is the only constant thing in a programmer’s life.

• You released a video game for Windows, but now people ask
for a macOS version.

• You created a GUI framework with square buttons, but several


months later round buttons become a trend.

• You designed a brilliant e-commerce website architecture, but


just a month later customers ask for a feature that would let
them accept phone orders.

Each software developer has dozens of similar stories. There


are several reasons why this happens.

First, we understand the problem better once we start to solve


it. Often by the time you finish the first version of an app,
36 Software Design Principles / Extensibility

you’re ready to rewrite it from scratch because now you under-


stand many aspects of the problem much better. You have also
grown professionally, and your own code now looks like crap.

Something beyond your control has changed. This is why so


many dev teams pivot from their original ideas into something
new. Everyone who relied on Flash in an online application
has been reworking or migrating their code as browser after
browser drops support for Flash.

The third reason is that the goalposts move. Your client was
delighted with the current version of the application, but now
sees eleven “little” changes he’d like so it can do other things
he never mentioned in the original planning sessions. These
aren’t frivolous changes: your excellent first version has shown
him that even more is possible.

There’s a bright side: if someone asks you to change


something in your app, that means someone still cares
about it.

That’s why all seasoned developers try to provide for possible


future changes when designing an application’s architecture.
37 Design Principles

Design Principles
What is good software design? How would you measure it?
What practices would you need to follow to achieve it? How
can you make your architecture flexible, stable and easy to
understand?

These are the great questions; but, unfortunately, the answers


are different depending on the type of application you’re build-
ing. Nevertheless, there are several universal principles of
software design that might help you answer these questions
for your own project. Most of the design patterns listed in this
book are based on these principles.
38 Design Principles / Encapsulate What Varies

Encapsulate What Varies


Identify the aspects of your application that vary and
separate them from what stays the same.

The main goal of this principle is to minimize the effect caused


by changes.

Imagine that your program is a ship, and changes are hideous


mines that linger under water. Struck by the mine, the
ship sinks.

Knowing this, you can divide the ship’s hull into independent
compartments that can be safely sealed to limit damage to a
single compartment. Now, if the ship hits a mine, the ship as a
whole remains afloat.

In the same way, you can isolate the parts of the program that
vary in independent modules, protecting the rest of the code
from adverse effects. As a result, you spend less time getting
the program back into working shape, implementing and test-
ing the changes. The less time you spend making changes, the
more time you have for implementing features.
39 Design Principles / Encapsulate What Varies

Encapsulation on a method level


Say you’re making an e-commerce website. Somewhere in your
code, there’s a getOrderTotal method that calculates a grand
total for the order, including taxes.

We can anticipate that tax-related code might need to change


in the future. The tax rate depends on the country, state or
even city where the customer resides, and the actual formu-
la may change over time due to new laws or regulations. As a
result, you’ll need to change the getOrderTotal method quite
often. But even the method’s name suggests that it doesn’t
care about how the tax is calculated.

1 method getOrderTotal(order) is
2 total = 0
3 foreach item in order.lineItems
4 total += item.price * item.quantity
5
6 if (order.country == "US")
7 total += total * 0.07 // US sales tax
8 else if (order.country == "EU"):
9 total += total * 0.20 // European VAT
10
11 return total

BEFORE: tax calculation code is mixed with the rest of the method’s code.

You can extract the tax calculation logic into a separate


method, hiding it from the original method.
40 Design Principles / Encapsulate What Varies

1 method getOrderTotal(order) is
2 total = 0
3 foreach item in order.lineItems
4 total += item.price * item.quantity
5
6 total += total * getTaxRate(order.country)
7
8 return total
9
10 method getTaxRate(country) is
11 if (country == "US")
12 return 0.07 // US sales tax
13 else if (country == "EU")
14 return 0.20 // European VAT
15 else
16 return 0

AFTER: you can get the tax rate by calling a designated method.

Tax-related changes become isolated inside a single method.


Moreover, if the tax calculation logic becomes too complicat-
ed, it’s now easier to move it to a separate class.

Encapsulation on a class level


Over time you might add more and more responsibilities to a
method which used to do a simple thing. These added behav-
iors often come with their own helper fields and methods that
eventually blur the primary responsibility of the containing
class. Extracting everything to a new class might make things
much more clear and simple.
41 Design Principles / Encapsulate What Varies

BEFORE: calculating tax in Order class.

Objects of the Order class delegate all tax-related work to a


special object that does just that.

AFTER: tax calculation is hidden from the Order class.


29 pages
from the full book are omitted in the demo version
CATALOG OF
DESIGN PATTERNS
72 Creational Design Patterns

Creational Design Patterns


Creational patterns provide various object creation mecha-
nisms, which increase flexibility and reuse of existing code.

Factory
Method
Provides an interface for creating objects in a superclass, but
allows subclasses to alter the type of objects that will be created.

Abstract
Factory
Lets you produce families of related objects without specifying
their concrete classes.
73 Creational Design Patterns

Builder
Lets you construct complex objects step by step. The pattern
allows you to produce different types and representations of an
object using the same construction code.

Prototype
Lets you copy existing objects without making your code depen-
dent on their classes.

Singleton
Lets you ensure that a class has only one instance, while provid-
ing a global access point to this instance.
74 Creational Design Patterns / Factory Method

FACTORY METHOD
Also known as: Virtual Constructor

Factory Method is a creational design pattern that provides


an interface for creating objects in a superclass, but allows
subclasses to alter the type of objects that will be created.
75 Creational Design Patterns / Factory Method

 Problem
Imagine that you’re creating a logistics management applica-
tion. The first version of your app can only handle transporta-
tion by trucks, so the bulk of your code lives inside the Truck
class.

After a while, your app becomes pretty popular. Each day you
receive dozens of requests from sea transportation companies
to incorporate sea logistics into the app.

Adding a new class to the program isn’t that simple if the rest of the code
is already coupled to existing classes.

Great news, right? But how about the code? At present, most of
your code is coupled to the Truck class. Adding Ships into
the app would require making changes to the entire codebase.
Moreover, if later you decide to add another type of transporta-
tion to the app, you will probably need to make all of these
changes again.
76 Creational Design Patterns / Factory Method

As a result, you will end up with pretty nasty code, riddled with
conditionals that switch the app’s behavior depending on the
class of transportation objects.

 Solution
The Factory Method pattern suggests that you replace direct
object construction calls (using the new operator) with calls
to a special factory method. Don’t worry: the objects are still
created via the new operator, but it’s being called from within
the factory method. Objects returned by a factory method are
often referred to as products.

Subclasses can alter the class of objects being returned by the


factory method.

At first glance, this change may look pointless: we just moved


the constructor call from one part of the program to anoth-
er. However, consider this: now you can override the factory
method in a subclass and change the class of products being
created by the method.
77 Creational Design Patterns / Factory Method

There’s a slight limitation though: subclasses may return dif-


ferent types of products only if these products have a common
base class or interface. Also, the factory method in the base
class should have its return type declared as this interface.

All products must follow the same interface.

For example, both Truck and Ship classes should imple-


ment the Transport interface, which declares a method
called deliver . Each class implements this method differ-
ently: trucks deliver cargo by land, ships deliver cargo by sea.
The factory method in the RoadLogistics class returns truck
objects, whereas the factory method in the SeaLogistics
class returns ships.

The code that uses the factory method (often called the client
code) doesn’t see a difference between the actual products
returned by various subclasses. The client treats all the prod-
ucts as abstract Transport .
78 Creational Design Patterns / Factory Method

As long as all product classes implement a common interface, you can


pass their objects to the client code without breaking it.

The client knows that all transport objects are supposed to


have the deliver method, but exactly how it works isn’t
important to the client.

 Structure
79 Creational Design Patterns / Factory Method

1. The Product declares the interface, which is common to all


objects that can be produced by the creator and its subclasses.

2. Concrete Products are different implementations of the prod-


uct interface.

3. The Creator class declares the factory method that returns


new product objects. It’s important that the return type of this
method matches the product interface.

You can declare the factory method as abstract to force all sub-
classes to implement their own versions of the method. As an
alternative, the base factory method can return some default
product type.

Note, despite its name, product creation is not the primary


responsibility of the creator. Usually, the creator class already
has some core business logic related to products. The factory
method helps to decouple this logic from the concrete prod-
uct classes. Here is an analogy: a large software development
company can have a training department for programmers.
However, the primary function of the company as a whole is
still writing code, not producing programmers.

4. Concrete Creators override the base factory method so it


returns a different type of product.
80 Creational Design Patterns / Factory Method

Note that the factory method doesn’t have to create new


instances all the time. It can also return existing objects from
a cache, an object pool, or another source.

 Pseudocode
This example illustrates how the Factory Method can be used
for creating cross-platform UI elements without coupling the
client code to concrete UI classes.

The base dialog class uses different UI elements to render its


window. Under various operating systems, these elements may
look a little bit different, but they should still behave consis-
tently. A button in Windows is still a button in Linux.

The cross-platform dialog example.


81 Creational Design Patterns / Factory Method

When the factory method comes into play, you don’t need to
rewrite the logic of the dialog for each operating system. If
we declare a factory method that produces buttons inside the
base dialog class, we can later create a dialog subclass that
returns Windows-styled buttons from the factory method. The
subclass then inherits most of the dialog’s code from the base
class, but, thanks to the factory method, can render Windows-
looking buttons on the screen.

For this pattern to work, the base dialog class must work with
abstract buttons: a base class or an interface that all concrete
buttons follow. This way the dialog’s code remains functional,
whichever type of buttons it works with.

Of course, you can apply this approach to other UI elements as


well. However, with each new factory method you add to the
dialog, you get closer to the Abstract Factory pattern. Fear not,
we’ll talk about this pattern later.

1 // The creator class declares the factory method that must


2 // return an object of a product class. The creator's subclasses
3 // usually provide the implementation of this method.
4 class Dialog is
5 // The creator may also provide some default implementation
6 // of the factory method.
7 abstract method createButton():Button
8
9 // Note that, despite its name, the creator's primary
10 // responsibility isn't creating products. It usually
82 Creational Design Patterns / Factory Method

11 // contains some core business logic that relies on product


12 // objects returned by the factory method. Subclasses can
13 // indirectly change that business logic by overriding the
14 // factory method and returning a different type of product
15 // from it.
16 method render() is
17 // Call the factory method to create a product object.
18 Button okButton = createButton()
19 // Now use the product.
20 okButton.onClick(closeDialog)
21 okButton.render()
22
23
24 // Concrete creators override the factory method to change the
25 // resulting product's type.
26 class WindowsDialog extends Dialog is
27 method createButton():Button is
28 return new WindowsButton()
29
30 class WebDialog extends Dialog is
31 method createButton():Button is
32 return new HTMLButton()
33
34
35 // The product interface declares the operations that all
36 // concrete products must implement.
37 interface Button is
38 method render()
39 method onClick(f)
40
41 // Concrete products provide various implementations of the
42 // product interface.
83 Creational Design Patterns / Factory Method

43 class WindowsButton implements Button is


44 method render(a, b) is
45 // Render a button in Windows style.
46 method onClick(f) is
47 // Bind a native OS click event.
48
49 class HTMLButton implements Button is
50 method render(a, b) is
51 // Return an HTML representation of a button.
52 method onClick(f) is
53 // Bind a web browser click event.
54
55
56 class Application is
57 field dialog: Dialog
58
59 // The application picks a creator's type depending on the
60 // current configuration or environment settings.
61 method initialize() is
62 config = readApplicationConfigFile()
63
64 if (config.OS == "Windows") then
65 dialog = new WindowsDialog()
66 else if (config.OS == "Web") then
67 dialog = new WebDialog()
68 else
69 throw new Exception("Error! Unknown operating system.")
70
71 // The client code works with an instance of a concrete
72 // creator, albeit through its base interface. As long as
73 // the client keeps working with the creator via the base
74 // interface, you can pass it any creator's subclass.
84 Creational Design Patterns / Factory Method

75 method main() is
76 this
this.initialize()
77 dialog.render()

 Applicability
 Use the Factory Method when you don’t know beforehand the
exact types and dependencies of the objects your code should
work with.

 The Factory Method separates product construction code from


the code that actually uses the product. Therefore it’s easier to
extend the product construction code independently from the
rest of the code.

For example, to add a new product type to the app, you’ll only
need to create a new creator subclass and override the factory
method in it.

 Use the Factory Method when you want to provide users of


your library or framework with a way to extend its internal
components.

 Inheritance is probably the easiest way to extend the default


behavior of a library or framework. But how would the frame-
work recognize that your subclass should be used instead of a
standard component?
85 Creational Design Patterns / Factory Method

The solution is to reduce the code that constructs components


across the framework into a single factory method and let any-
one override this method in addition to extending the compo-
nent itself.

Let’s see how that would work. Imagine that you write an
app using an open source UI framework. Your app should
have round buttons, but the framework only provides square
ones. You extend the standard Button class with a glorious
RoundButton subclass. But now you need to tell the main

UIFramework class to use the new button subclass instead of

a default one.

To achieve this, you create a subclass UIWithRoundButtons


from a base framework class and override its createButton
method. While this method returns Button objects in the
base class, you make your subclass return RoundButton
objects. Now use the UIWithRoundButtons class instead of
UIFramework . And that’s about it!

 Use the Factory Method when you want to save system


resources by reusing existing objects instead of rebuilding
them each time.

 You often experience this need when dealing with large,


resource-intensive objects such as database connections, file
systems, and network resources.
86 Creational Design Patterns / Factory Method

Let’s think about what has to be done to reuse an existing


object:

1. First, you need to create some storage to keep track of all of


the created objects.

2. When someone requests an object, the program should look


for a free object inside that pool.

3. … and then return it to the client code.

4. If there are no free objects, the program should create a new


one (and add it to the pool).

That’s a lot of code! And it must all be put into a single place
so that you don’t pollute the program with duplicate code.

Probably the most obvious and convenient place where this


code could be placed is the constructor of the class whose
objects we’re trying to reuse. However, a constructor must
always return new objects by definition. It can’t return existing
instances.

Therefore, you need to have a regular method capable of


creating new objects as well as reusing existing ones. That
sounds very much like a factory method.

 How to Implement
1. Make all products follow the same interface. This interface
should declare methods that make sense in every product.
87 Creational Design Patterns / Factory Method

2. Add an empty factory method inside the creator class. The


return type of the method should match the common product
interface.

3. In the creator’s code find all references to product constructors.


One by one, replace them with calls to the factory method,
while extracting the product creation code into the factory
method.

You might need to add a temporary parameter to the factory


method to control the type of returned product.

At this point, the code of the factory method may look pretty
ugly. It may have a large switch operator that picks which
product class to instantiate. But don’t worry, we’ll fix it soon
enough.

4. Now, create a set of creator subclasses for each type of prod-


uct listed in the factory method. Override the factory method
in the subclasses and extract the appropriate bits of construc-
tion code from the base method.

5. If there are too many product types and it doesn’t make sense
to create subclasses for all of them, you can reuse the control
parameter from the base class in subclasses.

For instance, imagine that you have the following hierarchy


of classes: the base Mail class with a couple of subclass-
es: AirMail and GroundMail ; the Transport classes are
88 Creational Design Patterns / Factory Method

Plane , Truckand Train . While the AirMail class only


uses Plane objects, GroundMail may work with both
Truck and Train objects. You can create a new subclass

(say TrainMail ) to handle both cases, but there’s another


option. The client code can pass an argument to the factory
method of the GroundMail class to control which product it
wants to receive.

6. If, after all of the extractions, the base factory method has
become empty, you can make it abstract. If there’s something
left, you can make it a default behavior of the method.

 Pros and Cons


 You avoid tight coupling between the creator and the concrete
products.
 Single Responsibility Principle. You can move the product cre-
ation code into one place in the program, making the code eas-
ier to support.
 Open/Closed Principle. You can introduce new types of products
into the program without breaking existing client code.

 The code may become more complicated since you need to


introduce a lot of new subclasses to implement the pattern.
The best case scenario is when you’re introducing the pattern
into an existing hierarchy of creator classes.
89 Creational Design Patterns / Factory Method

 Relations with Other Patterns


• Many designs start by using Factory Method (less complicat-
ed and more customizable via subclasses) and evolve toward
Abstract Factory, Prototype, or Builder (more flexible, but more
complicated).

• Abstract Factory classes are often based on a set of Facto-


ry Methods, but you can also use Prototype to compose the
methods on these classes.

• You can use Factory Method along with Iterator to let collec-
tion subclasses return different types of iterators that are com-
patible with the collections.

• Prototype isn’t based on inheritance, so it doesn’t have its


drawbacks. On the other hand, Prototype requires a complicat-
ed initialization of the cloned object. Factory Method is based
on inheritance but doesn’t require an initialization step.

• Factory Method is a specialization of Template Method. At the


same time, a Factory Method may serve as a step in a large Tem-
plate Method.
320 pages
from the full book are omitted in the demo version

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