CSC/ECE 517 Fall 2007/wiki3 5 ab: Difference between revisions
Line 83: | Line 83: | ||
The difference is made more clear with the resource in [http://www.patterndepot.com/put/8/factory.pdf patterndepot.com] which gives good examples of factory pattern. An example given in this page illustrates the useof factory pattern which return an instance of either firstname followed by lastname class or an instance of lastname follwed by first name class depending on the logic executed by the factory pattern class. To summarize the factory pattern is used when | The difference is made more clear with the resource in [http://www.patterndepot.com/put/8/factory.pdf patterndepot.com] which gives good examples of factory pattern. An example given in this page illustrates the useof factory pattern which return an instance of either firstname followed by lastname class or an instance of lastname follwed by first name class depending on the logic executed by the factory pattern class. To summarize the factory pattern is used when | ||
1) A class cannot easily determine which kind of class objects it should create. (This logic is handled by the factory class which returns the appropriate instance of a particular class.) | 1) A class cannot easily determine which kind of class objects it should create. (This logic is handled by the factory class which returns the appropriate instance of a particular class.) | ||
2) A class uses its subclasses to specify which object is should create. | 2) A class uses its subclasses to specify which object is should create. | ||
3) Parameters can be passed to the factory class which would help it determine which class instance to return. | 3) Parameters can be passed to the factory class which would help it determine which class instance to return. | ||
Revision as of 16:50, 19 November 2007
Problem Statement
Take the Creator pattern and catalog the information on it available on the Web. Explain how it is different from the Factory pattern. Find good descriptions and good, concise, understandable examples. Tell which you consider the best to present to a class
Introduction
The creator design pattern is a part of the family of design patterns colectively referred to as (GRASP) General Responsibility Assignment Software Patterns . The various patterns or principles associated with GRASP are creator, controller, low coupling, high cohesion, polymorphism , and Factory pattern. These patterns are critical to any software development project . We specifically look into the creator pattern of GRASP and compare it with the factory pattern.
The Creator Pattern
The creator pattern under GRASP is mainly associated with delegating the creation of an object of a certain class to another responsible class. Object creations is one of the most important aspects of oject oriented design and hence having a good design associated with proper delegation of object creations would result in maximum reuse and minimum coupling. To figure out which class should be delegated the resposibility of creating objects, the folowing set of rules should be followed.
A certain class X should be associated with creating objects of class Y if any of the following is true
1)Class X contains objects of class Y.
2)Class X aggregates objects of class Y.
3)Class X records instances of class Y.
4)Class X owns the initialization data which helps in creating objects of class X.
5)Class X makes good use of objects of class Y.
Following examples have been illustrated to show the implementation of the Creator pattern. These examples have been documented from various resources available on the web. If you will notice very limited resources are available on the web about creator pattern and those that are there , document the same example. This page however tries to document some of those unique examples.
Example 1
The class diagram shown below of creator pattern has been taken from the site "www.ugolandini.net" . This example actually has been taken from the book Applying UML and Patterns by Craig Larman. Most of the examples on the web document this same example as is illustrated later on.
The above diagram illustrates a class Sale which contains attributes data and item and an item SaleLineItem which represents a sold item. It contains an attribute quantity. Since the Sale class contains a number of objects of type class SaleLineItem, considering rule 1 , class Sale should be assigned the resposibility of creating objects of type SaleLineItem. To implement such a creation a method might be added in Sale class called makeLineItem() which invokes the constructor of SaleLineItem class.
Example 2
The following code snippet has been taken from a lecture slide at "www.cs.purdue.edu" The Maze class consists of rooms and hence it is given the responsibility of creating instances of Class Room.
Maze create() { Maze maze = new Maze(); Room r1 = new Room(1); Room r2 = new Room(2); Door door = new Door(r1, r2); maze.addRoom(r1); maze.addRoom(r2); r1.setSide(North, new Wall()); r1.setSide(East, door); r1.setSide(South, new Wall()); r1.setSide(West, new Wall()); r2.setSide(North, new Wall()); r2.setSide(East, new Wall()); r2.setSide(South, new Wall()); r2.setSide(West, door); return maze; }
Example 3
This example has been taken from the reource by "DavidHayden" . He illustrates the creation of new DataRows to a DataTable. To obtain a new row object, the DataTable class is asigned the responsibility of creating new rows to the table. The following code snippet elaborates on this.
DataRow myRow = myTable.NewRow(); ... Rows.Add(myRow);
Other examples on the web
A few more resources which document about the creator pattern are as follows
1) wikipedia This page provides a very simple explanation of the GRASP creator pattern.
2) The course notes in web.cs.wpi.edu also gives an explanation of creator pattern by illustrating the same example of the Sale class given in Example 1.
3) The following page by Jeffrey Blessing is a good page which explains the idea of GRASP patterns. It illustrates all the patterns with simple examples related to the Sale class example.
4) The lecture slides on , www.soc.napier.ac.uk illustrate the idea of GRASP patterns and further illustrates how creator pattern promotes low coupling .
5)Lecture slides at iastate.edu
Creator vs Factory Pattern
As explained in wikipedia, both the creator and factory patterns are a members of the family of Grasp Pattern. While the creator pattern is associated with assigning which class is responsible for creating objects of other classes, the factory pattern actually determines which class is responsible for creating new objects whenever logic is needed to determine actually which class is to be made responsible. The difference is made more clear with the resource in patterndepot.com which gives good examples of factory pattern. An example given in this page illustrates the useof factory pattern which return an instance of either firstname followed by lastname class or an instance of lastname follwed by first name class depending on the logic executed by the factory pattern class. To summarize the factory pattern is used when 1) A class cannot easily determine which kind of class objects it should create. (This logic is handled by the factory class which returns the appropriate instance of a particular class.)
2) A class uses its subclasses to specify which object is should create.
3) Parameters can be passed to the factory class which would help it determine which class instance to return.
Conclusion
To conclude, creator pattern is an example of GRASP patterns. Most of the resources on the web all actually cite the same example given in the book Applying UML and Patterns. Hence it would be safe to say that this book would be the best way to teach about the Creator pattern in class.
External Links
1. http://blogs.msdn.com/sanjeets/archive/2007/09/02/creational-factory-pattern.aspx
2. http://davidhayden.com/blog/dave/archive/2004/12/06/667.aspx
3. http://en.wikipedia.org/wiki/GRASP_(Object_Oriented_Design)#Factory
4. http://web.cs.wpi.edu/~gpollice/cs4233-a05/CourseNotes/maps/class4/Creator.html
5. http://gsraj.tripod.com/design/creational/factory/factory.html
7. http://www.apwebco.com/gofpatterns/creational/FactoryMethod.html
10. http://faculty.inverhills.edu/dlevitt/CS%202000%20(FP)/GRASP%20Patterns.pdf
11. http://www.ondotnet.com/pub/a/dotnet/2003/08/11/factorypattern.html
12. http://www.mindspring.com/~mgrand/pattern_synopses2.htm
13. http://www.oodesign.com/oo_design_patterns/creational_patterns/factory_method.html
14. http://www.codeproject.com/useritems/BuilderPattern.asp
15. http://www.cs.purdue.edu/homes/jv/510s05/patterns.pdf
16. http://www-plan.cs.colorado.edu/danielvd/paper/gpce03.pdf