Composite pattern

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In computer science, the composite pattern is a partitioning design pattern. Composite allows a group of objects to be treated in the same way as a single instance of an object. The intent of composite is to "compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions uniformly."[1]

Contents

Motivation

When dealing with tree-structured data, programmers often have to discriminate between a leaf-node and a branch. This makes code more complex, and therefore, error prone. The solution is an interface that allows treating complex and primitive objects uniformly. In object-oriented programming, a composite is an object (e.g., a shape) designed as a composition of one-or-more similar objects (other kinds of shapes/geometries), all exhibiting similar functionality. This is known as a "has-a" relationship between objects. The key concept is that you can manipulate a single instance of the object just as you would a group of them. The operations you can perform on all the composite objects often have a least common denominator relationship. For example, if defining a system to portray grouped shapes on a screen, it would be useful to define resizing a group of shapes to have the same effect (in some sense) as resizing a single shape.

When to use

Composite can be used when clients should ignore the difference between compositions of objects and individual objects.[1] If programmers find that they are using multiple objects in the same way, and often have nearly identical code to handle each of them, then composite is a good choice; it is less complex in this situation to treat primitives and composites as homogeneous.


Structure

Composite pattern in UML.
Composite pattern in LePUS3.

Component

  • is the abstraction for all components, including composite ones
  • declares the interface for objects in the composition
  • implements default behavior for the interface common to all classes, as appropriate
  • declares an interface for accessing and managing its child components
  • (optional) defines an interface for accessing a component's parent in the recursive structure, and implements it if that's appropriate

Leaf

  • represents leaf objects in the composition
  • implements all Component methods

Composite

  • represents a composite Component (component having children)
  • implements methods to manipulate children
  • implements all Component methods, generally by delegating them to its children

Example

Common Lisp

The following example, written in Common Lisp, and translated directly from the Java example below it, implements a method named print-graphic, which can be used on either an ellipse, or a list whose elements are either lists or ellipses.

(defstruct ellipse) ;; An empty struct.
 
;; For the method definitions, "object" is the variable,
;; and the following word is the type.
 
(defmethod print-graphic ((object null))
  NIL)
 
(defmethod print-graphic ((object cons))
  (print-graphic (first object))
  (print-graphic (rest object)))
 
(defmethod print-graphic ((object ellipse))
  (print 'ELLIPSE))
 
(let* ((ellipse-1 (make-ellipse))
       (ellipse-2 (make-ellipse))
       (ellipse-3 (make-ellipse))
       (ellipse-4 (make-ellipse)))
 
  (print-graphic (cons (list ellipse-1 (list ellipse-2 ellipse-3)) ellipse-4)))

Java

The following example, written in Java, implements a graphic class, which can be either an ellipse or a composition of several graphics. Every graphic can be printed. In algebraic form,

       Graphic = ellipse | GraphicList
       GraphicList = empty | ellipse GraphicList

It could be extended to implement several other shapes (rectangle, etc.) and methods (translate, etc.).

List = empty_list | atom List | List List

import java.util.List;
import java.util.ArrayList;
 
/** "Component" */
interface Graphic {
 
    //Prints the graphic.
    public void print();
 
}
 
/** "Composite" */
class CompositeGraphic implements Graphic {
 
    //Collection of child graphics.
    private List<Graphic> mChildGraphics = new ArrayList<Graphic>();
 
    //Prints the graphic.
    public void print() {
        for (Graphic graphic : mChildGraphics) {
            graphic.print();
        }
    }
 
    //Adds the graphic to the composition.
    public void add(Graphic graphic) {
        mChildGraphics.add(graphic);
    }
 
    //Removes the graphic from the composition.
    public void remove(Graphic graphic) {
        mChildGraphics.remove(graphic);
    }
 
}
 
 
/** "Leaf" */
class Ellipse implements Graphic {
 
    //Prints the graphic.
    public void print() {
        System.out.println("Ellipse");
    }
 
}
 
 
/** Client */
public class Program {
 
    public static void main(String[] args) {
        //Initialize four ellipses
        Ellipse ellipse1 = new Ellipse();
        Ellipse ellipse2 = new Ellipse();
        Ellipse ellipse3 = new Ellipse();
        Ellipse ellipse4 = new Ellipse();
 
        //Initialize three composite graphics
        CompositeGraphic graphic = new CompositeGraphic();
        CompositeGraphic graphic1 = new CompositeGraphic();
        CompositeGraphic graphic2 = new CompositeGraphic();
 
        //Composes the graphics
        graphic1.add(ellipse1);
        graphic1.add(ellipse2);
        graphic1.add(ellipse3);
 
        graphic2.add(ellipse4);
 
        graphic.add(graphic1);
        graphic.add(graphic2);
 
        //Prints the complete graphic (four times the string "Ellipse").
        graphic.print();
    }
}

Python Example

# Component
class Graphic:
	# Prints the graphic
	def printGraphic(self):
		pass
 
# Composite
class CompositeGraphic(Graphic):
 
	def __init__(self):
		# Collection of child graphics
		self.__mChildGraphics = []
 
	# Prints the graphic.
	def printGraphic(self):
		for graphic in self.__mChildGraphics:
			graphic.printGraphic()
 
	# Adds the graphic to the composition.
	def add(self, graphic):
		self.__mChildGraphics.append(graphic)
 
	# Removes the graphic from the composition.
	def remove(self, graphic):
		self.__mChildGraphics.remove(graphic)
 
# Leaf
class Ellipse(Graphic):
 
	def printGraphic(self):
		print "Ellipse"
 
def main():
	# Initialize four ellipses
	ellipse1 = Ellipse()
	ellipse2 = Ellipse()
	ellipse3 = Ellipse()
	ellipse4 = Ellipse()
 
	# Initialize three composite graphics
	graphic = CompositeGraphic()
	graphic1 = CompositeGraphic()
	graphic2 = CompositeGraphic()
 
	# Composes the graphics
	graphic1.add(ellipse1)
	graphic1.add(ellipse2)
	graphic1.add(ellipse3)
 
	graphic2.add(ellipse4)
 
	graphic.add(graphic1)
	graphic.add(graphic2)
 
	# Prints the complete graphic (four times the string "Ellipse")
	graphic.printGraphic()
 
if __name__ == "__main__":
	main()

C++ Example

#include <vector>
#include <iostream>
 
using namespace std;
 
 
class Graphic
{
  public:
    virtual void print() = 0;
};
 
class Ellipse : public Graphic
{
  public:
    void print (){
      cout << "Ellipse \n";
    }
};
 
class CompositeGraphic : public Graphic
{
  public:
 
   void print (){
     const int graphicCount = graphicList_.size();
 
     for ( int i = 0; i < graphicCount; i++ )
     {
       graphicList_[i]->print();
     }
   }
 
   void add (Graphic *aGraphic){
     graphicList_.push_back(aGraphic);
   }
 
  private:
 
   vector<Graphic*>  graphicList_;
};
 
int main()
{
  # Initialize four ellipses
  Ellipse* ellipse1 = new Ellipse();
  Ellipse* ellipse2 = new Ellipse();
  Ellipse* ellipse3 = new Ellipse();
  Ellipse* ellipse4 = new Ellipse();
 
  # Initialize three composite graphics
  CompositeGraphic* graphic  = new CompositeGraphic();
  CompositeGraphic* graphic1 = new CompositeGraphic();
  CompositeGraphic* graphic2 = new CompositeGraphic();
 
  # Composes the graphics
  graphic1->add(ellipse1);
  graphic1->add(ellipse2);
  graphic1->add(ellipse3);
 
  graphic2->add(ellipse4);
 
  graphic->add(graphic1);
  graphic->add(graphic2);
 
  # Prints the complete graphic (four times the string "Ellipse")
  graphic->print();
 
  delete ellipse1, ellipse2, ellipse3, ellipse4;
  delete graphic1, graphic2, graphic;
 
  return 0;
}

See also

External links

References

  1. ^ a b Gamma, Erich; Richard Helm, Ralph Johnson, John M. Vlissides (1995). Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley. pp.395. ISBN 0201633612. 

Parts of this article originated from the Perl Design Patterns Book

This article is from Wikipedia. All text is available under the terms of the GNU Free Documentation License.


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