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();
}
Lets take another example to create a Computer with different configuration
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();
}
Follow more posts @ https://jdecodes.wordpress.com
My all design pattern articles :
- https://jdecodes.wordpress.com/2024/07/13/builder-design-pattern/
- https://jdecodes.wordpress.com/2024/07/13/command-design-pattern/
- https://jdecodes.wordpress.com/2024/07/13/iterator-design-pattern/
- https://jdecodes.wordpress.com/2024/07/13/mediator-design-pattern/
- https://jdecodes.wordpress.com/2024/07/19/state-design-pattern/
- https://jdecodes.wordpress.com/2024/07/19/memento-design-pattern/
- https://jdecodes.wordpress.com/2024/07/19/observer-design-pattern/
- https://jdecodes.wordpress.com/2024/07/19/strategy-pattern/
- https://jdecodes.wordpress.com/2024/07/20/visitor-design-pattern/
- https://jdecodes.wordpress.com/2024/07/20/adapter-desing-pattern/
- https://jdecodes.wordpress.com/2024/07/20/bridge-design-pattern/
- https://jdecodes.wordpress.com/2024/07/22/composite-desing-pattern/
- https://jdecodes.wordpress.com/2024/07/22/facade-design-pattern/
- https://jdecodes.wordpress.com/2024/07/22/decorater-design-pattern/
Leave a comment