
Builder en C#
Builder es un patrón de diseño creacional que permite construir objetos complejos paso a paso.
Al contrario que otros patrones creacionales, Builder no necesita que los productos tengan una interfaz común. Esto hace posible crear distintos productos utilizando el mismo proceso de construcción.
Complejidad:
Popularidad:
Ejemplos de uso: El patrón Builder es muy conocido en el mundo C#. Resulta especialmente útil cuando debes crear un objeto con muchas opciones posibles de configuración.
Identificación: El patrón Builder se puede reconocer por la clase, que tiene un único método de creación y varios métodos para configurar el objeto resultante. A menudo, los métodos del Builder soportan el encadenamiento (por ejemplo, algúnBuilder.establecerValorA(1).establecerValorB(2).crear()
).
Ejemplo conceptual
Este ejemplo ilustra la estructura del patrón de diseño Builder. Se centra en responder las siguientes preguntas:
- ¿De qué clases se compone?
- ¿Qué papeles juegan esas clases?
- ¿De qué forma se relacionan los elementos del patrón?
Program.cs: Ejemplo conceptual
using System; using System.Collections.Generic; namespace RefactoringGuru.DesignPatterns.Builder.Conceptual { // The Builder interface specifies methods for creating the different parts // of the Product objects. public interface IBuilder { void BuildPartA(); void BuildPartB(); void BuildPartC(); } // 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. public class ConcreteBuilder : IBuilder { private Product _product = new Product(); // A fresh builder instance should contain a blank product object, which // is used in further assembly. public ConcreteBuilder() { this.Reset(); } public void Reset() { this._product = new Product(); } // All production steps work with the same product instance. public void BuildPartA() { this._product.Add("PartA1"); } public void BuildPartB() { this._product.Add("PartB1"); } public void BuildPartC() { this._product.Add("PartC1"); } // 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). // // 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. public Product GetProduct() { Product result = this._product; this.Reset(); return result; } } // 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. public class Product { private List<object> _parts = new List<object>(); public void Add(string part) { this._parts.Add(part); } public string ListParts() { string str = string.Empty; for (int i = 0; i < this._parts.Count; i++) { str += this._parts[i] + ", "; } str = str.Remove(str.Length - 2); // removing last ",c" return "Product parts: " + str + "\n"; } } // 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. public class Director { private IBuilder _builder; public IBuilder Builder { set { _builder = value; } } // The Director can construct several product variations using the same // building steps. public void BuildMinimalViableProduct() { this._builder.BuildPartA(); } public void BuildFullFeaturedProduct() { this._builder.BuildPartA(); this._builder.BuildPartB(); this._builder.BuildPartC(); } } class Program { static void Main(string[] args) { // 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. var director = new Director(); var builder = new ConcreteBuilder(); director.Builder = builder; Console.WriteLine("Standard basic product:"); director.BuildMinimalViableProduct(); Console.WriteLine(builder.GetProduct().ListParts()); Console.WriteLine("Standard full featured product:"); director.BuildFullFeaturedProduct(); Console.WriteLine(builder.GetProduct().ListParts()); // Remember, the Builder pattern can be used without a Director // class. Console.WriteLine("Custom product:"); builder.BuildPartA(); builder.BuildPartC(); Console.Write(builder.GetProduct().ListParts()); } } }
Output.txt: Resultado de la ejecución
Standard basic product: Product parts: PartA1 Standard full featured product: Product parts: PartA1, PartB1, PartC1 Custom product: Product parts: PartA1, PartC1