/** * It makes sense to use the Builder pattern only when your products are quite * complex and require extensive configuration. * * Unlike in other creational patterns, different concrete builders can produce * unrelated products. In other words, results of various builders may not * always follow the same interface. */
/** * The Builder interface specifies methods for creating the different parts of * the Product objects. */ classBuilder{ public: virtual ~Builder(){} virtualvoidProducePartA()const=0; virtualvoidProducePartB()const=0; virtualvoidProducePartC()const=0; }; /** * The Concrete Builder classes follow the Builder interface and provide * specific implementations of the building steps. Your program may have several * variations of Builders, implemented differently. */ classConcreteBuilder1 :public Builder{ private:
Product1* product;
/** * A fresh builder instance should contain a blank product object, which is * used in further assembly. */ public:
ConcreteBuilder1(){ this->Reset(); }
~ConcreteBuilder1(){ delete product; }
voidReset(){ this->product= newProduct1(); } /** * All production steps work with the same product instance. */
/** * Concrete Builders are supposed to provide their own methods for * retrieving results. That's because various types of builders may create * entirely different products that don't follow the same interface. * Therefore, such methods cannot be declared in the base Builder interface * (at least in a statically typed programming language). Note that PHP is a * dynamically typed language and this method CAN be in the base interface. * However, we won't declare it there for the sake of clarity. * * Usually, after returning the end result to the client, a builder instance * is expected to be ready to start producing another product. That's why * it's a usual practice to call the reset method at the end of the * `getProduct` method body. However, this behavior is not mandatory, and * you can make your builders wait for an explicit reset call from the * client code before disposing of the previous result. */
/** * Please be careful here with the memory ownership. Once you call * GetProduct the user of this function is responsable to release this * memory. Here could be a better option to use smart pointers to avoid * memory leaks */
/** * The Director is only responsible for executing the building steps in a * particular sequence. It is helpful when producing products according to a * specific order or configuration. Strictly speaking, the Director class is * optional, since the client can control builders directly. */ classDirector{ /** * @var Builder */ private: Builder* builder; /** * The Director works with any builder instance that the client code passes * to it. This way, the client code may alter the final type of the newly * assembled product. */
/** * The Director can construct several product variations using the same * building steps. */
voidBuildMinimalViableProduct(){ this->builder->ProducePartA(); } voidBuildFullFeaturedProduct(){ this->builder->ProducePartA(); this->builder->ProducePartB(); this->builder->ProducePartC(); } }; /** * The client code creates a builder object, passes it to the director and then * initiates the construction process. The end result is retrieved from the * builder object. */ /** * I used raw pointers for simplicity however you may prefer to use smart * pointers here */ voidClientCode(Director& director) { ConcreteBuilder1* builder = newConcreteBuilder1(); director.set_builder(builder); std::cout << "Standard basic product:\n"; director.BuildMinimalViableProduct(); Product1* p= builder->GetProduct(); p->ListParts(); delete p;
std::cout << "Standard full featured product:\n"; director.BuildFullFeaturedProduct();
// Remember, the Builder pattern can be used without a Director class. std::cout << "Custom product:\n"; builder->ProducePartA(); builder->ProducePartC(); p=builder->GetProduct(); p->ListParts(); delete p;