Added text for creational design patterns.

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Ian Dinwoodie
2019-04-27 20:49:05 -04:00
parent e5d5465e19
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README.md
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@@ -77,26 +77,216 @@ solve this problem by somehow controlling this object creation.
### 🏠 Simple Factory ### 🏠 Simple Factory
#### Overview
Real world example:
> Consider, you are building a house and you need doors. You can either put on
your carpenter clothes, bring some wood, glue, nails and all the tools required
to build the door and start building it in your house or you can simply call the
factory and get the built door delivered to you so that you don't need to learn
anything about the door making or to deal with the mess that comes with making
it.
In plain words:
> Simple factory simply generates an instance for client without exposing any
instantiation logic to the client.
Wikipedia says:
> In object-oriented programming (OOP), a factory is an object for creating
other objects formally a factory is a function or method that returns objects
of a varying prototype or class from some method call, which is assumed to be
"new".
#### Programmatic Example
TODO TODO
#### When To Use
When creating an object is not just a few assignments and involves some logic,
it makes sense to put it in a dedicated factory instead of repeating the same
code everywhere.
### 🏭 Factory Method ### 🏭 Factory Method
#### Overview
Real world example:
> Consider the case of a hiring manager. It is impossible for one person to
interview for each of the positions. Based on the job opening, she has to decide
and delegate the interview steps to different people.
In plain words:
> It provides a way to delegate the instantiation logic to child classes.
Wikipedia says:
> In class-based programming, the factory method pattern is a creational pattern
that uses factory methods to deal with the problem of creating objects without
having to specify the exact class of the object that will be created. This is
done by creating objects by calling a factory method—either specified in an
interface and implemented by child classes, or implemented in a base class and
optionally overridden by derived classes—rather than by calling a constructor.
#### Programmatic Example
TODO TODO
#### When To Use
Useful when there is some generic processing in a class but the required
sub-class is dynamically decided at runtime. Or putting it in other words, when
the client doesn't know what exact sub-class it might need.
### 🔨 Abstract Factory ### 🔨 Abstract Factory
#### Overview
Real world example:
> Extending our door example from Simple Factory. Based on your needs you might
get a wooden door from a wooden door shop, iron door from an iron shop or a PVC
door from the relevant shop. Plus you might need a guy with different kind of
specialities to fit the door, for example a carpenter for wooden door, welder
for iron door etc. As you can see there is a dependency between the doors now,
wooden door needs carpenter, iron door needs a welder etc.
In plain words:
> A factory of factories; a factory that groups the individual but
related/dependent factories together without specifying their concrete classes.
Wikipedia says:
> The abstract factory pattern provides a way to encapsulate a group of
individual factories that have a common theme without specifying their concrete
classes.
#### Programmatic Example
TODO TODO
#### When To Use
When there are interrelated dependencies with not-that-simple creation logic
involved.
### 👷 Builder ### 👷 Builder
#### Overview
Real world example:
> Imagine you are at Hardee's and you order a specific deal, lets say,
"Big Hardee" and they hand it over to you without *any questions*; this is the
example of simple factory. But there are cases when the creation logic might
involve more steps. For example you want a customized Subway deal, you have
several options in how your burger is made e.g what bread do you want? what
types of sauces would you like? What cheese would you want? etc. In such cases
builder pattern comes to the rescue.
In plain words:
> Allows you to create different flavors of an object while avoiding constructor
pollution. Useful when there could be several flavors of an object. Or when
there are a lot of steps involved in creation of an object.
Wikipedia says:
> The builder pattern is an object creation software design pattern with the
intentions of finding a solution to the telescoping constructor anti-pattern.
Having said that let me add a bit about what telescoping constructor
anti-pattern is. At one point or the other we have all seen a constructor like
below:
TODO TODO
As you can see; the number of constructor parameters can quickly get out of hand
and it might become difficult to understand the arrangement of parameters. Plus
this parameter list could keep on growing if you would want to add more options
in future. This is called telescoping constructor anti-pattern.
#### Programmatic Example
TODO
#### When To Use
When there could be several flavors of an object and to avoid the constructor
telescoping. The key difference from the factory pattern is that; factory
pattern is to be used when the creation is a one step process while builder
pattern is to be used when the creation is a multi step process.
### 🐑 Prototype ### 🐑 Prototype
#### Overview
Real world example:
> Remember dolly? The sheep that was cloned! Lets not get into the details but
the key point here is that it is all about cloning.
In plain words:
> Create object based on an existing object through cloning.
Wikipedia says:
> The prototype pattern is a creational design pattern in software development.
It is used when the type of objects to create is determined by a prototypical
instance, which is cloned to produce new objects.
In short, it allows you to create a copy of an existing object and modify it to
your needs, instead of going through the trouble of creating an object from
scratch and setting it up.
#### Programmatic Example
TODO TODO
#### When To Use
When an object is required that is similar to existing object or when the
creation would be expensive as compared to cloning.
### 💍 Singleton ### 💍 Singleton
#### Overview
Real world example:
> There can only be one president of a country at a time. The same president has
to be brought to action, whenever duty calls. President here is singleton.
In plain words:
> Ensures that only one object of a particular class is ever created.
Wikipedia says:
> In software engineering, the singleton pattern is a software design pattern
that restricts the instantiation of a class to one object. This is useful when
exactly one object is needed to coordinate actions across the system.
Singleton pattern is actually considered an anti-pattern and overuse of it
should be avoided. It is not necessarily bad and could have some valid use-cases
but should be used with caution because it introduces a global state in your
application and change to it in one place could affect in the other areas and it
could become pretty difficult to debug. The other bad thing about them is it
makes your code tightly coupled plus mocking the singleton could be difficult.
#### Programmatic Example
TODO
#### When To Use
TODO TODO
## Structural Design Patterns ## Structural Design Patterns