layout | title | parent |
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Creational |
Design Patterns |
Builder is a creational mechanism that allows for construction of complex objects step by step. You can create different representations of an object via the same construction process.
Example
// Vehicle defines the fundamental attributes of a vehicle
protocol Vehicle : class {
var name : String { get set }
var color : Color { get set }
var numberOfWheels : Int { get set }
var numberOfDoors : Int { get set }
var numberOfWings : Int { get set }
}
// VehicleBuilder allows you to build different kinds of vehicles
protocol VehicleBuilder : Vehicle {
func name(_ name: String) -> Self
func color(_ color: Color) -> Self
func numberOfWheels(_ numberOfWheels: Int) -> Self
func numberOfDoors(_ numberOfDoors: Int) -> Self
func numberOfWings(_ numberOfWinfs: Int) -> Self
}
extension VehicleBuilder {
func name(_ name: String) -> Self {
self.name = name
return self
}
func color(_ color: Color) -> Self {
self.color = color
return self
}
func numberOfWheels(_ numberOfWheels: Int) -> Self {
self.numberOfWheels = numberOfWheels
return self
}
func numberOfDoors(_ numberOfDoors: Int) -> Self {
self.numberOfDoors = numberOfDoors
return self
}
func numberOfWings(_ numberOfWings: Int) -> Self {
self.numberOfWings = numberOfWings
return self
}
}
// AnyVehicle is a concrete VehicleBuilder
class AnyVehicle : VehicleBuilder {
var name : String = ""
var color : Color = .clear
var numberOfWheels : Int = 0
var numberOfDoors : Int = 0
var numberOfWings : Int = 0
}
// Build a green bicycle
let greenBicycle = AnyVehicle()
.name("Bicycle")
.color(.green)
.numberOfWheels(2)
.numberOfDoors(0)
.numberOfWings(0)
// Build a red car
let redCar = AnyVehicle()
.name("Car")
.color(.red)
.numberOfWheels(4)
.numberOfDoors(4)
.numberOfWings(0)
// Build a blue plane
let bluePlane = AnyVehicle()
.name("Plane")
.color(.blue)
.numberOfWheels(20)
.numberOfDoors(8)
.numberOfWings(2)
Prototype allows a copy of a complex object to be created in its existing state without introducing additional dependencies.
The NSCopying
protocol exists to serve this exact purpose.
// Prototype extends the intention of NSCopying by casting the re-created copy
// from Any to a specific type
protocol Prototype : NSCopying {
func clone() -> Self
}
extension Prototype {
func clone() -> Self {
copy() as! Self
}
}
// TicTacToe simulates a 3x3 game of tic-tac-toe with 2 players
class TicTacToe {
enum Move : Int, CaseIterable, CustomStringConvertible {
case x, o
var next : Self {
Self(rawValue: ((rawValue+1)%Self.allCases.count))!
}
var description: String {
switch self {
case .x: return "x"
case .o: return "o"
}
}
}
enum Value : CustomStringConvertible {
case none, some(Move)
var description: String {
switch self {
case .none: return "."
case let .some(move): return move.description
}
}
}
var board : [[Value]] = Array(repeating: Array(repeating: .none, count: 3), count: 3)
var currentMove : Move = .x
func play(_ row: Int, _ col: Int) -> Bool {
switch (row, col) {
case (0..<board.count, 0..<board.first!.count):
if case .none = board[row][col] {
board[row][col] = .some(currentMove)
currentMove = currentMove.next
return true
}
fallthrough
default:
return false
}
}
}
// Have TicTacToe conform to Prototype & define a convenience
// initializer to replicate the current game
extension TicTacToe : Prototype {
convenience init(_ board: [[Value]], _ currentMove: Move) {
self.init()
self.board = board
self.currentMove = currentMove
}
func copy(with zone: NSZone? = nil) -> Any {
return TicTacToe(board, currentMove)
}
}
// Use Case:
// Create a game of tic-tac-toe
let game = TicTacToe()
// Make a few moves
_ = game.play(0, 2)
_ = game.play(1, 1)
_ = game.play(2, 2)
print("Original Game:\n\(game.board)")
// Clone the original game
let clonedGame = game.clone()
// And continue play...
clonedGame.play(0, 1)
print("Cloned Game:\n\(clonedGame.board)")
// Console Output:
Original Game:
[[., ., x], [., o, .], [., ., x]]
Cloned Game:
[[., o, x], [., o, .], [., ., x]]