Builder Design Pattern Explained in 10 Minutes

Kantan Coding
27 Dec 202210:45

Summary

TLDRThe Builder pattern is a design approach that decouples the construction of a complex object from its representation. It allows for the creation of different object representations through a step-by-step building process. The pattern introduces a Builder class that handles the assembly of object parts and a Director class that manages the construction process. This separation simplifies the creation of complex objects and makes the system more maintainable and scalable.

Takeaways

  • 🏠 The Builder pattern is designed to separate the construction of a complex object from its representation, allowing for more flexible and manageable object creation.
  • 🔍 An object's representation refers to the specific values of its fields, which can vary widely, creating different instances of the same class.
  • 🛠️ The construction of an object involves the process of creating an instance of that object, which is traditionally done through a class's constructor method.
  • 🔑 The Builder pattern introduces a Builder class that has methods to set the fields of the object and a 'build' method to create the final object.
  • 👷‍♂️ The Builder class is responsible for the construction of the object, while the actual class (e.g., House) is responsible for its representation.
  • 🏡 The House class's constructor is modified to take a Builder instance as an argument, facilitating the separation of construction and representation.
  • 🔄 The Builder pattern allows for step-by-step construction of an object, where each step sets a different aspect of the object before the final build.
  • 👨‍🏫 The Director class can be used to manage the building process, encapsulating the logic for creating different types of objects and making the usage code cleaner.
  • 🔄 The pattern supports the creation of multiple objects with different specifications without cluttering the client code with repetitive build steps.
  • 🔧 The Builder pattern provides a flexible approach to object construction, making it easier to add new types of objects or change the construction process without altering the client code.

Q & A

  • What is the main goal of the Builder pattern?

    -The main goal of the Builder pattern is to separate the construction of an object from its representation, allowing for more flexible and organized object creation.

  • What is the difference between an object's representation and its construction?

    -An object's representation refers to the state or configuration of its fields, such as the number of stories, door type, and roof type in a House class. The construction, on the other hand, is the process of creating an instance of the object, often through a constructor method.

  • Why is it beneficial to separate the construction from the representation in object-oriented programming?

    -Separating construction from representation allows for more flexibility in object creation. It enables the same construction process to produce different representations and makes the code more maintainable and scalable.

  • How does the Builder pattern help in managing complex object creation?

    -The Builder pattern manages complex object creation by providing a step-by-step building interface through the Builder class, which allows setting various properties independently before constructing the final object.

  • What is the role of the 'Builder' in the Builder pattern?

    -In the Builder pattern, the 'Builder' is responsible for assembling the parts of the complex object. It provides methods to set different properties and a 'build' method that constructs the final object.

  • Can you explain the concept of a 'Director' in the context of the Builder pattern?

    -The 'Director' in the Builder pattern is a class that manages the construction process. It works with a Builder object to construct objects according to specific requirements or specifications, providing a way to encapsulate the construction logic.

  • Why might a developer choose to use the Builder pattern over other creational patterns?

    -A developer might choose the Builder pattern over other creational patterns when dealing with complex objects that have multiple configurations or representations. It provides a clear separation of construction and representation and allows for more controlled object creation.

  • How does the Builder pattern improve the readability and maintainability of code?

    -The Builder pattern improves code readability and maintainability by separating the construction logic from the client code. It encapsulates the construction details within the Builder and Director, making the client code cleaner and easier to understand.

  • What are some potential downsides to using the Builder pattern?

    -Potential downsides of using the Builder pattern include increased complexity in the codebase due to the introduction of additional classes, and the overhead of creating a Builder for every complex object, which might be unnecessary for simpler objects.

  • Can you provide an example of how the Builder pattern might be implemented in a real-world scenario?

    -In a real-world scenario, the Builder pattern could be used to construct a 'Car' object with various configurations. A CarBuilder class would handle the setting of features like engine type, body style, and interior options, and a Director class could manage the creation process for different car models.

Outlines

00:00

🏠 Understanding the Builder Pattern

The paragraph introduces the Builder pattern, emphasizing the separation of an object's construction from its representation. It uses the example of a 'House' class with attributes like stories, door type, and roof type to illustrate different representations of the same class. The construction process is currently coupled with representation, as the class's constructor directly creates an instance. To apply the Builder pattern, a 'HouseBuilder' class is proposed, which has methods to set the attributes and a 'build' method to create a 'House' instance. This approach allows the construction logic to be distinct from the object's representation, providing flexibility in how objects are created.

05:03

🛠️ Implementing the Builder Pattern

This section delves into a minimal code example to demonstrate the Builder pattern. It outlines the creation of a 'House' class with a constructor that accepts a builder object to set its fields. The 'HouseBuilder' class is then defined with setter methods for each attribute and a 'build' method to instantiate a 'House'. The usage example shows how to create a 'HouseBuilder', set its attributes step by step, and finally build a 'House' instance. The paragraph also introduces the concept of a 'Director' class, which manages the building process by orchestrating the 'Builder' to create different types of houses according to predefined specifications, thus encapsulating the construction logic and keeping the usage code clean and organized.

10:03

🔧 The Role of the Director in the Builder Pattern

The final paragraph discusses the role of a 'Director' in the Builder pattern. It explains how the Director class can manage the construction process by defining methods for building specific types of houses, such as one-story or two-story houses, each with its own set of specifications. This approach simplifies the usage code by removing the need to repeatedly write build steps for each house type. Instead, the Director class encapsulates the building logic, allowing for easy creation of various house types by simply calling the appropriate method on the Director instance. The paragraph concludes by suggesting that additional building specifications, like an apartment, can be added to the Director class as needed, showcasing the pattern's scalability and flexibility.

Mindmap

Keywords

💡Builder pattern

The Builder pattern is a design pattern used to separate the construction of a complex object from its representation, allowing the same construction process to create different representations. In the video, this pattern is illustrated by creating different representations of a 'House' class through a 'HouseBuilder' class. The pattern is essential for managing complexity and ensuring flexibility in object creation.

💡Object's representation

An object's representation refers to the current state or values of its attributes. In the context of the video, a 'House' object's representation is defined by its attributes like 'stories', 'door type', and 'roof type'. The video explains that different combinations of these attributes result in different representations of a house, such as a one-story house with a single door and a pointy roof versus a two-story house with a double door and a flat roof.

💡Construction of an object

The construction of an object pertains to the process of creating an instance of a class. In the video, the construction of a 'House' is initially tied to its representation through the direct use of the class constructor. The Builder pattern aims to decouple this construction from the object's representation by introducing a separate 'HouseBuilder' class that handles the construction process.

💡House class

The 'House' class in the video serves as an example of a complex object whose construction and representation are being managed by the Builder pattern. It has attributes like 'stories', 'door type', and 'roof type', which define its representation. The class is later modified to accept a 'HouseBuilder' instance in its constructor, demonstrating the separation of construction and representation.

💡HouseBuilder

The 'HouseBuilder' is a class introduced as part of the Builder pattern in the video. It has methods to set the attributes of a 'House' and a 'build' method that constructs a 'House' object based on the configured attributes. This class is central to the pattern as it encapsulates the construction logic, allowing for the creation of different house representations without modifying the 'House' class itself.

💡Director class

The 'Director' class is introduced to manage the building process in a more organized way. It takes a 'HouseBuilder' as a parameter and defines methods for building specific types of houses, like one-story or two-story houses. The 'Director' class abstracts the construction steps from the client code, making it easier to build multiple houses with predefined specifications without repetitive code.

💡Set methods

Set methods, such as 'setStories', 'setDoorType', and 'setRoofType', are part of the 'HouseBuilder' class and are used to configure the attributes of a 'House' object. These methods are crucial for the Builder pattern as they allow for the step-by-step assembly of a complex object's state before its final construction.

💡Build method

The 'build' method in the 'HouseBuilder' class is responsible for creating a 'House' object with the configured attributes. It represents the culmination of the construction process in the Builder pattern. In the video, calling the 'build' method on a 'HouseBuilder' instance results in a fully constructed 'House' with the specified representation.

💡Client code

Client code refers to the part of the program that uses the classes and objects provided by the Builder pattern. In the video, client code creates an instance of 'HouseBuilder', sets its attributes, and then builds a 'House'. The Builder pattern simplifies client code by abstracting the construction details and providing a clear interface for creating complex objects.

💡Encapsulation

Encapsulation is a principle in object-oriented programming where the implementation details of a class are hidden from the outside. The Builder pattern exemplifies encapsulation by hiding the construction logic within the 'HouseBuilder' and 'Director' classes, exposing only the necessary interfaces to the client code. This is demonstrated in the video where the construction steps for different house types are encapsulated within the 'Director' class.

Highlights

The Builder pattern aims to separate the construction of an object from its representation.

An object's representation refers to the different combinations of its fields' values.

The house class example illustrates how different instances can represent different configurations.

The construction of an object is currently tightly coupled with its representation in most class constructors.

In the Builder pattern, the construction responsibility is delegated to a separate Builder class.

The house Builder class has methods to set fields and a build method to construct the house object.

The house class's constructor is modified to take a house Builder as an argument.

The house Builder object is a separate entity from the representations it helps create.

A minimal code example demonstrates the creation of a house class and a house Builder class.

The house Builder class's setter methods allow for the configuration of the house object's fields.

The build method in the house Builder class returns a new instance of the house with the configured fields.

Usage of the Builder pattern involves creating a house Builder, setting its fields, and then building the house object.

The Director class can be used to manage and encapsulate the building process for different types of houses.

The Director class simplifies the building process by defining methods for specific house types.

The Builder pattern allows for the addition of new house specifications without altering the usage code.

The pattern provides a clear separation between the construction and representation of objects, enhancing flexibility and maintainability.

Transcripts

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the goal of the Builder pattern is to

play00:02

separate the construction of an object

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from its representation so let's dissect

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that a bit so the construction of an

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object and its representation we need to

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know what both of these things mean in

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order to understand this definition so

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let's start with an object's

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representation so if we imagine we have

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a class called house and that class has

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three Fields stories door type and roof

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type and let's imagine that stories can

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either be one or two and door type can

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either be a single door or a double door

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and roof type can either be a pointy

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roof or a flat roof now when we create

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an instance of house there are different

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combinations of these fields that are

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possible so if we imagine that we have

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an instance of the house here we'll just

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say a house object in this instance has

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stories one door type is a single door

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door and roof type is pointy this is

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just one possible variation of a house

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and we can again imagine that we create

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another instance and this will also be a

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house object but this one will be

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Stories 2 door type will be double and

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roof type flat so both of these are

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house objects but there are two

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different representations of the house

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class so this one is a one-story house

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with a single door and a pointy roof and

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this one is a two-story house with a

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double door and a flat roof now both of

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these are houses but their

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representations are different because

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their fields have different values

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resulting in two different types of

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house so each of these is a

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representation of a house so that's what

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we mean when we say an object's

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representation now how about the

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construction of an object so if you have

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a house Class A house class will have a

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Constructor method so in most languages

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constructing a new house would look

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something like this so here the client

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code is directly calling this house

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classes Constructor method and this will

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be what is responsible for the

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construction of one of these objects

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right now currently the construction of

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the object is tightly coupled with its

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representation because we're using the

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house classes Constructor method

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directly to construct the house but in

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the Builder pattern we want to separate

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the construction of an object from its

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representation so the construction of

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the object we want to leave that

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responsibility to the Builder and a

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simple example of how we would do this

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is we would have a class and maybe we'd

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call it house Builder and it would have

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the attribute stories door type and roof

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type and within this class we'd have

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methods to set these fields so we have

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set stories set door type and set roof

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type and we would also have a method

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called build that constructs the house

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so it would return a new house with the

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Constructor method but there's a

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difference here and the difference is on

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this house class we would change its

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Constructor method to take in a house

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Builder as its argument so let me

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explain what I mean by that so let's

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remove this because we won't be calling

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the house Constructor method directly

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the Builder the house built the house

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Builder is going to call it for us and

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let's just imagine we're defining this

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class's Constructor method here and it's

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going to look like this it's going to be

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house and the argument that it's going

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to take is house Builder so now house is

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going to take an instance of this class

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and then this house Builder when you

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call the build method on it it's going

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to call house with itself as the

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argument and this is where we're

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separating the construction of the

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object from its representation so here

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there's a clear separation between the

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construction of the object because we're

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creating an instance of the house

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Builder and then we're passing that to

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the house and then House's Constructor

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method takes in a house Builder as an

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argument so the house Builder the object

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that we're passing into the house

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Constructor is a separate entity from

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the representations that end up being

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created based on the configuration

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provided by the house Builder so if this

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is the representation this is the

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construction of the object and that's

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what's meant by separate the

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construction of the object from its

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representation because before we were

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directly constructing the house object

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by calling The house's Constructor

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method but now we're constructing a

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separate object entirely and then that

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object gets passed to the house

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Constructor and from that separate

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object the house Constructor is going

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going to create whatever representation

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by this house Builder object so that's

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what we mean when we say the goal of the

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Builder pattern is to separate the

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construction of an object from its

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representation the construction of an

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object from its representation so let's

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go ahead and go over a minimal code

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example to solidify your understanding

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of this so let's start by creating the

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house class and as mentioned previously

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the Constructor method for the house

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class is going to take in a builder

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object and from that object we can

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populate our class fields and that's

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going to be our house class so now we

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can also create our house Builder class

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and all of the fields for this class

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will just default to none and just like

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in the explanation before we need to

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Define our Setter methods and in the

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setter method when we're returning self

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we're returning an instance of house

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Builder with whatever values are

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populated here so let's go ahead and

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Define the rest of the setter methods

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and lastly we want to Define our build

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method and here we're going to return a

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new instance of a house passing in self

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as the parameter self being the instance

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of our house Builder so now if we go

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down to the bottom here we can just say

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usage and we'll create a house Builder

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and it'll be a new instance of house

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Builder and we can create one-story

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house which will be equal to our house

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Builder dot set stories and we can set

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that to one now currently if we only set

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the stories and leave it as is this

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one-story house is an instance of house

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Builder it's not yet an instance of

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house because we haven't called our

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build method yet but as you can see we

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can set other fields for our house

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separately so we can go ahead and take

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one story house and we can set door type

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equal to single and we can also go ahead

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and add roof type and we'll set that one

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equal to pointy but still we're left

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with a house Builder object so if we

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want to actually get the house we can

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set one story house equal to one

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storyhouse.build and this is actually

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going to call the build method that is

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part of our house Builder class so this

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one-story house is no longer a house

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Builder it's the actual house that we

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return here after we create the instance

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so actually it would make more sense to

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name this one-story house build step one

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and change this to one story house build

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step one and change this to one story

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house build step two and this would

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change to one story house build step two

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so now this makes a little bit more

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sense logically so this is going to be

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an instance of house and this up here

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will be an instance of the Builder now

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let's imagine that we wanted to be more

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organized about the way that we're

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building these houses So currently we're

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doing all of the build steps in this

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usage area here so if we wanted to build

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multiple houses we'd have to keep doing

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all of these build steps would which

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would eventually get pretty messy but

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what if we had a set specification for

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the types of houses that we wanted to

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build for example what if we knew that a

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one-story house would always have a

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pointy roof and a single door and we

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also knew that a two-story house would

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always have a double door and a flat

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roof well in that case we could just

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encapsulate all of this logic into

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another class called the director so

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let's just remove all of this and we'll

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go ahead and create another class called

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director now you can just think of the

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director as the class that manages the

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builders so if we imagine them as people

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we could imagine that we have a group of

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contractors who are the builders and we

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can imagine that we have a direct factor

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that oversees all of the building so the

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director essentially manages all of the

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builders or contractors so the director

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class would also take in a builder as

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its parameter and within this class we

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can Define the methods to build the two

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different types of houses so we can have

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a method to build a one-story house and

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we could also have a method to build a

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two-story house and now instead of

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having all of these build steps in our

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usage logic we just be able to remove

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this and we can just create a director

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object which needs a house Builder and

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now we can build multiple houses of

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whatever type that we desire in a neat

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and encapsulated way so we would just

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say director dot build one story house

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whenever we want a one-story house and

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same thing if we want a two-story house

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we just do

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director.build two-story house and as

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you can see we could have multiple of

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these and it's not going to be as messy

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as it was before having all the build

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steps every time we built a house in our

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usage code so this is for if we have set

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specifications on what defines a

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two-story house and what defines a

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one-story house and if we had a

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different specification that we wanted

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to add we could always add it to the

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director here so maybe we'd have

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something like build apartment and we

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could set these fields to whatever we

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imagine comprises an apartment anyways

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that is the Builder pattern if you found

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this video helpful don't forget to like

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And subscribe if you already haven't and

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I'll see you in the next one

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Builder PatternObject ConstructionSoftware DesignCode ArchitectureClass RepresentationConstructor MethodHouse BuilderDirector ClassProgramming TutorialDesign Patterns
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