Visitor Pattern
Visitor Pattern example in C++
Instead of
struct IShape
{
virtual ~IShape() = default;
virtual void print() const = 0;
virtual double area() const = 0;
virtual double perimeter() const = 0;
// .. and so on
};
Visitors can be used:
// The concrete shapes
struct Square;
struct Circle;
// The visitor interface
struct IShapeVisitor
{
virtual ~IShapeVisitor() = default;
virtual void visit(const Square&) = 0;
virtual void visit(const Circle&) = 0;
};
// The shape interface
struct IShape
{
virtual ~IShape() = default;
virtual void accept(IShapeVisitor&) const = 0;
};
Now the concrete shapes:
struct Point {
double x;
double y;
};
struct Circle : IShape
{
Circle(const Point& center, double radius) : center(center), radius(radius) {}
// Each shape has to implement this method the same way
void accept(IShapeVisitor& visitor) const override { visitor.visit(*this); }
Point center;
double radius;
};
struct Square : IShape
{
Square(const Point& topLeft, double sideLength) :
topLeft(topLeft), sideLength(sideLength)
{}
// Each shape has to implement this method the same way
void accept(IShapeVisitor& visitor) const override { visitor.visit(*this); }
Point topLeft;
double sideLength;
};
then the visitors:
struct ShapePrinter : IShapeVisitor
{
void visit(const Square&) override { std::cout << "Square"; }
void visit(const Circle&) override { std::cout << "Circle"; }
};
struct ShapeAreaComputer : IShapeVisitor
{
void visit(const Square& square) override
{
area = square.sideLength * square.sideLength;
}
void visit(const Circle& circle) override
{
area = M_PI * circle.radius * circle.radius;
}
double area = 0;
};
struct ShapePerimeterComputer : IShapeVisitor
{
void visit(const Square& square) override { perimeter = 4. * square.sideLength; }
void visit(const Circle& circle) override { perimeter = 2. * M_PI * circle.radius; }
double perimeter = 0.;
};
And use it:
const Square square = {{-1., -1.}, 2.};
const Circle circle{{0., 0.}, 1.};
const IShape* shapes[2] = {&square, &circle};
ShapePrinter shapePrinter;
ShapeAreaComputer shapeAreaComputer;
ShapePerimeterComputer shapePerimeterComputer;
for (const auto* shape : shapes) {
shape->accept(shapePrinter);
std::cout << " has an area of ";
// result will be stored in shapeAreaComputer.area
shape->accept(shapeAreaComputer);
// result will be stored in shapePerimeterComputer.perimeter
shape->accept(shapePerimeterComputer);
std::cout << shapeAreaComputer.area
<< ", and a perimeter of "
<< shapePerimeterComputer.perimeter
<< std::endl;
}
Expected output:
Square has an area of 4, and a perimeter of 8
Circle has an area of 3.14159, and a perimeter of 6.28319
Explanation:
- In
void Square::accept(IShapeVisitor& visitor) const override { visitor.visit(*this); }
, the static type ofthis
is known, and so the chosen (at compile time) overload
is void IVisitor::visit(const Square&);
.
- For
square.accept(visitor);
call, the dynamic dispatch throughvirtual
is used to know whichaccept
to call.
Pros:
- You may add new functionality (
SerializeAsXml
, …) to the classIShape
just by adding a new visitor.
Cons:
- Adding a new concrete shape (
Triangle
, …) requires to modifying all visitors.
The alternative of putting all functionalities as virtual
methods in IShape
has opposite pros and cons: Adding new functionality requires to modify all existing shapes, but adding a new shape doesn’t impact existing classes.
Visitor pattern example in java
Visitor
pattern allows you to add new operations or methods to a set of classes without modifying the structure of those classes.
This pattern is especially useful when you want to centralise a particular operation on an object without extending the object Or without modifying the object.
UML diagram from wikipedia:
Code snippet:
import java.util.HashMap;
interface Visitable{
void accept(Visitor visitor);
}
interface Visitor{
void logGameStatistics(Chess chess);
void logGameStatistics(Checkers checkers);
void logGameStatistics(Ludo ludo);
}
class GameVisitor implements Visitor{
public void logGameStatistics(Chess chess){
System.out.println("Logging Chess statistics: Game Completion duration, number of moves etc..");
}
public void logGameStatistics(Checkers checkers){
System.out.println("Logging Checkers statistics: Game Completion duration, remaining coins of loser");
}
public void logGameStatistics(Ludo ludo){
System.out.println("Logging Ludo statistics: Game Completion duration, remaining coins of loser");
}
}
abstract class Game{
// Add game related attributes and methods here
public Game(){
}
public void getNextMove(){};
public void makeNextMove(){}
public abstract String getName();
}
class Chess extends Game implements Visitable{
public String getName(){
return Chess.class.getName();
}
public void accept(Visitor visitor){
visitor.logGameStatistics(this);
}
}
class Checkers extends Game implements Visitable{
public String getName(){
return Checkers.class.getName();
}
public void accept(Visitor visitor){
visitor.logGameStatistics(this);
}
}
class Ludo extends Game implements Visitable{
public String getName(){
return Ludo.class.getName();
}
public void accept(Visitor visitor){
visitor.logGameStatistics(this);
}
}
public class VisitorPattern{
public static void main(String args[]){
Visitor visitor = new GameVisitor();
Visitable games[] = { new Chess(),new Checkers(), new Ludo()};
for (Visitable v : games){
v.accept(visitor);
}
}
}
Explanation:
Visitable
(Element
) is an interface and this interface method has to be added to a set of classes.Visitor
is an interface, which contains methods to perform an operation onVisitable
elements.GameVisitor
is a class, which implementsVisitor
interface (ConcreteVisitor
).- Each
Visitable
element acceptVisitor
and invoke a relevant method ofVisitor
interface. - You can treat
Game
asElement
and concrete games likeChess,Checkers and Ludo
asConcreteElements
.
In above example, Chess, Checkers and Ludo
are three different games ( and Visitable
classes). On one fine day, I have encountered with a scenario to log statistics of each game. So without modifying individual class to implement statistics functionality, you can centralise that responsibility in GameVisitor
class, which does the trick for you without modifying the structure of each game.
output:
Logging Chess statistics: Game Completion duration, number of moves etc..
Logging Checkers statistics: Game Completion duration, remaining coins of loser
Logging Ludo statistics: Game Completion duration, remaining coins of loser
Use cases/Applicability:
- Similar operations have to be performed on objects of different types grouped in a structure
- You need to execute many distinct and unrelated operations. It separates Operation from objects Structure
- New operations have to be added without change in object structure
- Gather related operations into a single class rather than force you to change or derive classes
- Add functions to class libraries for which you either do not have the source or cannot change the source
Additional references: