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Builder pattern

The Builder pattern is a creational in that enables the construction of complex objects step by step, separating the construction logic from the object's final representation so that the same process can produce varying forms of the object without requiring numerous constructors or subclasses. Introduced as one of the 23 classic patterns in the seminal 1994 book Design Patterns: Elements of Reusable Object-Oriented Software by , Richard Helm, Ralph Johnson, and John Vlissides—often referred to as the "" (GoF)—the pattern addresses challenges in object initialization, such as the "telescoping constructor" where classes accumulate overloaded constructors to handle optional parameters. At its core, the Builder pattern involves four main components: a Product class representing the complex object being built; a Builder interface or abstract class defining the steps for construction; one or more Concrete Builder implementations that provide specific details for creating variations of the product; and optionally, a Director class that orchestrates the sequence of building steps to ensure a consistent process. This structure promotes flexibility, as clients can invoke builders to construct objects incrementally, making it particularly useful for scenarios involving immutable objects, domain-specific languages, or hierarchical structures like UI components or documents. The pattern's advantages include improved code readability by encapsulating construction details, support for creating multiple product representations with shared logic, and isolation of complex initialization from the product class itself, which enhances maintainability in object-oriented systems. However, it introduces additional classes and can increase overall code volume, potentially complicating simpler use cases. Commonly applied in languages like , C++, and , the Builder pattern has evolved with variations such as Joshua Bloch's fluent builder for immutable objects in , further emphasizing its role in modern for handling complexity without sacrificing clarity.

Introduction

Definition

The Builder pattern is a creational in that enables the stepwise construction of complex objects while the construction process from the object's final representation. Its primary intent is to separate the construction of a complex object from its representation, thereby allowing the same construction process to create different representations without duplicating code. This approach addresses challenges in building intricate objects, such as those with multiple optional components or varying configurations, by encapsulating the assembly logic in a dedicated . The pattern involves four core participants that collaborate to achieve flexible object creation. The serves as an abstract specifying the steps required to construct parts of the product, providing a standardized way to invoke construction operations without committing to a specific representation. ConcreteBuilder classes implement this , handling the actual assembly of product parts, tracking the representation being built, and offering a method to retrieve the final product once construction is complete. The , an optional component, orchestrates the construction by invoking the appropriate Builder methods in a predefined sequence, ensuring the process follows a consistent order regardless of the concrete representation. Finally, the Product represents the complex object being constructed, which may consist of multiple interdependent parts but remains independent of the building logic itself. A key principle of the Builder pattern is its emphasis on stepwise, customizable construction, where clients can invoke individual steps selectively or through the Director, without modifying the Product class or duplicating construction code across different representations. This modularity promotes extensibility, as new ConcreteBuilders can be added to support additional product variants while reusing the existing Director and steps.

Motivation

The Builder pattern arises primarily from the challenges associated with constructing complex objects that involve numerous optional parameters or variable configurations. In , directly instantiating such objects often leads to telescoping constructors, where classes accumulate multiple overloaded constructors to accommodate different combinations of parameters, resulting in cumbersome and error-prone code that becomes unmaintainable as the number of options grows. This forces clients to pass numerous arguments, many of which may be irrelevant or default values, complicating readability and increasing the risk of incorrect object creation. Traditional factory methods exacerbate this by embedding inflexible construction logic, making it difficult to adapt to varying requirements without subclass proliferation or code duplication. Historically, the pattern addresses limitations in direct for immutable or intricate objects, as outlined in the seminal work by the . The motivation stems from scenarios where a construction process must assemble a complex object step-by-step while supporting multiple representations, such as varying internal structures or output formats, without coupling the assembly logic to the final product details. For instance, in domains like , the same and building steps can produce outputs in ASCII, , or other formats, avoiding the need for specialized constructors or factories for each variation. This separation enables reuse of the construction algorithm across different products, particularly useful for step-by-step assembly in areas like components or structured documents where order and options significantly impact the result. Real-world triggers for adopting the Builder pattern often involve sequential, order-dependent processes with customizable elements, such as constructing a house—where steps like laying the foundation, erecting walls, and adding a must follow a logical sequence, with options for materials or features varying per build—or assembling a , where ingredients are added progressively based on variations and dietary preferences. These analogies highlight the pattern's utility in encapsulating construction variability, ensuring that the process remains consistent yet adaptable, much like the maze-building example in the original formulation, where components like rooms and doors are added in phases to form different types.

Benefits and Limitations

Advantages

The Builder pattern enhances code readability by enabling step-by-step method calls that clearly document the construction process, making the intent of object assembly self-evident without relying on lengthy constructors or parameter lists. This approach, often resembling named parameters, improves maintainability as developers can easily trace the sequence of configuration steps in client code. It provides significant flexibility in object creation, allowing the same construction process to produce multiple variants of a product by varying the builder implementation, while enabling the addition of new construction steps without modifying existing client code or the director. This separation ensures that changes to the product's internal representation do not affect the construction algorithm, supporting diverse representations from a unified process. The pattern facilitates the construction of immutable objects by permitting all fields to be set during the building phase, with the final getResult or build method assembling and returning a fully initialized instance that exposes no setters afterward. This enforces and prevents unintended state modifications post-construction, a key benefit for robust software design. In terms of testability, the Builder pattern allows individual construction steps to be isolated and mocked, simplifying unit tests by focusing on specific builder behaviors without invoking the full product assembly. This modularity reduces test complexity and enables precise verification of construction logic in . Finally, it promotes reusability through the , which can leverage the same builder instances to construct similar products repeatedly, isolating complex construction code from the core business logic and adhering to the . This reuse extends across different product representations, minimizing code duplication in scenarios involving intricate object hierarchies.

Disadvantages

The Builder pattern introduces additional complexity to object construction by requiring the creation of multiple classes, such as the , concrete implementations, and often a , along with the Product itself. This proliferation of classes can lead to , particularly for simpler objects where direct instantiation via constructors would suffice, making the pattern an overkill in such scenarios. Furthermore, the class frequently duplicates attributes and setter methods from the Product class, resulting in redundant code that bloats the overall and increases maintenance efforts. Any modifications to the Product's structure, such as adding or altering attributes, necessitate corresponding updates in the and potentially the , amplifying the risk of inconsistencies and refactoring challenges. The pattern also imposes a minor performance overhead due to the sequence of method calls on the Builder instance and the creation of temporary objects during the construction process, which are discarded after the Product is built. Developers new to the pattern may face a , as the separation of construction logic from the object's representation can initially seem confusing and requires familiarity with the additional abstractions involved.

Core Structure

Class Diagram

The Builder pattern's class diagram illustrates its static structure through a set of interrelated classes that separate the construction of a complex object from its representation, enabling the same construction process to create different representations. The diagram typically features four primary elements: the Product, an abstract , one or more ConcreteBuilders, and an optional , connected via associations that highlight and relationships. The Product class represents the complex object being built, consisting of multiple attributes or parts that are assembled during construction, such as partA and partB in a generic example; it does not inherit from a common base but is tailored to the specific output. The is depicted as an abstract class or defining a set of abstract methods for the construction steps, including buildPartA(), buildPartB(), and getResult() which returns the fully constructed Product; this ensures a for all builders without exposing the internal assembly details. ConcreteBuilder classes extend or implement the , providing concrete implementations of the build methods to assemble the Product instance, which they maintain internally through composition; for instance, a ConcreteBuilder might initialize a Product object and set its parts sequentially in the overridden methods. The optional class includes a construct() method that orchestrates the building process by invoking the Builder's methods in a predefined order, promoting reusability of construction logic across different builders. In UML notation, relationships are shown with a arrow from ConcreteBuilder to Builder, indicating or realization ( ), often with a 1-to-many multiplicity to allow multiple ConcreteBuilder variants. The Builder (or ConcreteBuilder) relates to Product via a association (filled diamond), signifying that the builder owns and assembles the product instance, typically with 1-to-1 multiplicity. The Director connects to Builder through a or usage arrow (dashed line with open arrowhead), reflecting its role in directing construction without owning the builder, also with 1-to-1 multiplicity in standard depictions; Builder may be implemented as an for flexibility or an abstract class if shared code is needed. These notations emphasize the pattern's focus on encapsulation and extensibility in the static design.

Sequence Diagram

The sequence diagram for the Builder pattern depicts the runtime interactions that enable step-by-step construction of a complex object, highlighting message exchanges among key participants to separate construction logic from representation. In the standard configuration, the diagram features lifelines for the Client, , Builder (often representing a ConcreteBuilder implementation), and Product, with activation bars indicating the duration of method invocations and return messages conveying the assembled results. The interaction begins with the Client creating instances of the and a ConcreteBuilder, then associating the ConcreteBuilder with the via its constructor or a setter method. The Client subsequently invokes the 's construct() method, which orchestrates the building process by sequentially calling methods such as buildPartA() and buildPartB() on the Builder lifeline. These calls trigger the ConcreteBuilder to incrementally assemble the Product, such as by initializing components or setting attributes through synchronous messages to the Product lifeline. Upon completion, the or Client issues a getResult() (or getProduct()) message to the Builder, which returns the fully constructed Product object via a return message to the Client. Variations in the sequence diagram accommodate different usage scenarios. In implementations without a , the Client directly sequences the build steps by calling buildPartA(), buildPartB(), and getResult() on the , simplifying the flow for cases where construction order is not externally controlled. Additionally, error handling can be represented through fragments or exception flows, such as if a buildPart() detects invalid parameters and returns an or throws an exception back to the Director or Client, preventing incomplete product assembly. These elements emphasize the pattern's flexibility in managing construction dynamics while ensuring the final Product is only retrieved when valid.

Implementation

Pseudocode

The Builder pattern's structure is commonly expressed in pseudocode to highlight its separation of construction logic from the final product representation, as originally described in the foundational text on .

Abstract Builder Interface

interface Builder {
    void buildPartA();  // Builds part A of the product
    void buildPartB();  // Builds part B of the product
    Product getProduct();  // Returns the fully constructed product
}
This interface defines the blueprint for constructing the product step by step, without specifying the concrete implementation details.

Concrete Builder Implementation

class ConcreteBuilder implements Builder {
    private Product product = new Product();  // Instantiate the product object

    void buildPartA() {
        product.setPartA("some value");  // Configure part A
    }

    void buildPartB() {
        product.setPartB("another value");  // Configure part B
    }

    Product getProduct() {
        return product;  // Return the assembled product instance
    }
}
The concrete builder maintains the product's state and implements the interface methods to assemble attributes incrementally, ensuring the product is built correctly before retrieval.

Director Class

class Director {
    void construct(Builder builder) {
        builder.buildPartA();
        builder.buildPartB();
        // The director orchestrates the building sequence, which can vary for different product types
    }
}
The encapsulates the construction algorithm, invoking the builder's methods in a predefined order to guide the assembly process without directly handling the product.

Client Usage

Builder builder = new ConcreteBuilder();
[Director](/page/Director) director = new Director();
director.construct(builder);
Product product = builder.getProduct();
// The client now uses the constructed product
In client code, the is used to perform the construction via the builder, allowing for flexible and reusable object creation.

Key Components

The Builder pattern delineates four primary components to facilitate the step-by-step construction of complex objects while maintaining separation between the construction process and the object's representation. These components include the Builder interface, ConcreteBuilder implementations, the optional , and the Product itself. This structure, as defined in the seminal work on , ensures that clients can direct the assembly without needing to understand the underlying details of the resulting object. The serves as an abstract or base that outlines the essential construction steps for creating the Product, such as methods like buildPartA() or buildPartB(). By defining these steps in a standardized way, the Builder shields the client code from the specific details of the Product's internal structure, allowing for interchangeable implementations and promoting flexibility in object creation. This enables the same set of steps to produce variations of the Product without altering client logic. The ConcreteBuilder implements the Builder interface, providing concrete realizations of each construction step tailored to a specific type or configuration of the Product. It is responsible for executing these steps sequentially, tracking the progress of the build process—such as initializing internal state or assembling partial components—and ultimately returning the fully constructed Product via a dedicated retrieval method, like getResult(). Multiple ConcreteBuilders can exist to handle different representations of the same Product, ensuring that the construction logic remains encapsulated and reusable. The , when utilized, orchestrates the overall construction by invoking the Builder's methods in a prescribed order to assemble a particular configuration of the Product. It encapsulates complex assembly logic, making it reusable across different Builders and allowing clients to focus on high-level directives rather than micromanaging steps; however, this component is optional, as clients can directly invoke Builder methods for simpler scenarios. The Director's role is particularly valuable in scenarios requiring varied construction sequences without duplicating code. The Product represents the complex object being constructed, which may consist of numerous interdependent parts assembled through the Builder's steps. Typically designed as an immutable entity once built, the Product class contains no methods for its own construction, thereby enforcing a clear separation from the building process and allowing it to be treated as a simple post-assembly. This immutability supports thread-safety and simplifies usage in concurrent environments. These components interact to achieve : the client typically instantiates a ConcreteBuilder and optionally passes it to a , which then calls the Builder's step methods in sequence to progressively build the Product within the ConcreteBuilder's state. Upon completion, the client retrieves the Product directly from the ConcreteBuilder, bypassing any direct dependencies on the Product's construction details and enabling the pattern's core benefit of stepwise, customizable object creation. This collaboration isolates construction logic, facilitates testing of individual steps, and supports the production of diverse Products from a unified .

Examples

Java Example

In Java, the Builder pattern is commonly used to construct complex immutable objects step by step, avoiding the pitfalls of telescoping constructors or mutable setters. A typical implementation involves defining a PersonBuilder interface that declares methods for setting the person's attributes—such as name, age, and address—and a build() method that returns the final Person object. This interface is then implemented by a concrete class, PersonBuilderImpl, which maintains private fields for the attributes and assembles them into an immutable Person instance upon invocation of build(). Here is the PersonBuilder interface:
java
public interface PersonBuilder {
    PersonBuilder buildName(String name);
    PersonBuilder buildAge(int age);
    PersonBuilder buildAddress(String address);
    Person getPerson();
}
The concrete implementation, PersonBuilderImpl, uses fluent by returning this from each setter method, enabling a readable, sequential process. Private fields store the values temporarily, and the getPerson() method (equivalent to build() in some variants) creates and returns a new Person object with final fields to ensure immutability.
java
public class PersonBuilderImpl implements PersonBuilder {
    private String name;
    private int age;
    private String address;

    @Override
    public PersonBuilder buildName(String name) {
        this.name = name;
        return this;
    }

    @Override
    public PersonBuilder buildAge(int age) {
        this.age = age;
        return this;
    }

    @Override
    public PersonBuilder buildAddress(String address) {
        this.address = address;
        return this;
    }

    @Override
    public Person getPerson() {
        return new Person(name, age, address);
    }
}
The Person class serves as the product, featuring private final fields to enforce immutability after construction, with public getters for accessing the values. This design aligns with Java's object-oriented principles, promoting thread-safety and preventing unintended modifications post-creation.
java
public class Person {
    private final String name;
    private final int age;
    private final String address;

    public Person(String name, int age, String address) {
        this.name = name;
        this.age = age;
        this.address = address;
    }

    public String getName() { return name; }
    public int getAge() { return age; }
    public String getAddress() { return address; }
}
Usage of the Builder is straightforward and fluent, allowing optional attributes to be set in any order while ensuring the object is fully constructed only when getPerson() is called:
java
PersonBuilder pb = new PersonBuilderImpl();
Person person = pb.buildName("John").buildAge(30).buildAddress("123 Main St").getPerson();
A common Java-specific nuance is the use of a static inner Builder class nested within the product class itself, which simplifies the API by avoiding separate interface and implementation classes while still providing fluency and immutability through final fields. This approach, recommended for classes with multiple optional parameters, reduces boilerplate and keeps related construction logic encapsulated.

Python Example

In , the Builder pattern is particularly well-suited due to the language's support for dynamic typing and , allowing for concise implementations without the need for explicit interfaces or abstract classes. A common illustration involves constructing a complex Computer object, representing the Product, which encapsulates attributes such as CPU, RAM, and storage. The ComputerBuilder class serves as the , providing fluent methods to set these attributes incrementally before finalizing the object. This approach separates the construction logic from the Product class, enabling flexible and readable object creation. The following code demonstrates a straightforward implementation:
python
class Computer:
    def __init__(self):
        self.cpu = None
        self.ram = None
        self.storage = None

    def __str__(self):
        return f"Computer(cpu={self.cpu}, ram={self.ram}GB, storage={self.storage})"

class ComputerBuilder:
    def __init__(self):
        self.computer = Computer()

    def cpu(self, cpu):
        self.computer.cpu = cpu
        return self

    def ram(self, ram):
        self.computer.ram = ram
        return self

    def storage(self, storage):
        self.computer.storage = storage
        return self

    def build(self):
        return self.computer
In this implementation, the ComputerBuilder initializes an empty Computer instance upon creation. Each configuration method, such as cpu(), ram(), and storage(), assigns the provided value to the corresponding attribute on the internal Computer object and returns self to enable . The build() method simply returns the fully configured Computer instance, transferring ownership to the caller without additional validation or deep copying in this basic form. This structure leverages 's mutable objects and attribute assignment, avoiding the overhead of keyword arguments or dictionaries for simple cases, though more complex scenarios might use **kwargs in build() for dynamic attribute handling. Usage of the builder is intuitive and readable, as shown below:
python
# Create a high-end computer
builder = ComputerBuilder()
computer = builder.cpu("Intel i9").ram(32).storage("1TB SSD").build()
print(computer)  # Output: Computer(cpu=Intel i9, ram=32GB, storage=1TB SSD)
This chaining syntax—builder.cpu("Intel i9").ram(32).storage("1TB SSD")—produces a fluent API that mirrors , improving code maintainability for optional or variable configurations. 's duck typing further simplifies the design by eliminating the requirement for formal interfaces; any class providing the necessary methods behaves as a builder without enforcement, promoting flexibility in larger systems.

Comparisons

With Factory Method

The Factory Method pattern, a creational design pattern introduced by the , defines an interface for creating an object but allows subclasses to alter the type of objects that will be created, thereby deferring instantiation to subclasses and focusing primarily on specifying "what" type of object to create rather than the details of its construction. This approach promotes flexibility in object creation by encapsulating the instantiation logic within a factory method, often used in scenarios involving parallel class hierarchies or framework extensions, such as specifying default components in the Model-View-Controller (MVC) paradigm. In contrast to the Builder pattern, which emphasizes the "how" of object construction through a step-by-step process directed by a and builders, the Factory Method relies on a creation point invoked via subclass polymorphism, making it unsuitable for intricate, multi-step assembly where the product's internal state is built incrementally. The Builder pattern separates the construction algorithm from the product's representation, enabling the same process to yield varied results, whereas Factory Method centers on deciding the class at a point without managing sequential steps, thus addressing simpler polymorphism needs over complex configuration. The Builder pattern is preferable when constructing configurable or complex objects that require multiple optional steps, such as assembling components with varying parameters, while the Factory Method is more appropriate for scenarios demanding varying product types across subclasses without intricate building processes, like selecting different implementations in a family of related objects. For instance, a Factory Method might be used to create different geometric shapes—such as a Circle or Square—by subclassing a ShapeFactory that overrides a createShape method to return the appropriate concrete type based on the context, ensuring polymorphic creation without steps. Conversely, the Builder pattern suits assembling a car, where a director orchestrates concrete builders to add parts like engine, chassis, and wheels in sequence, allowing customization of the final vehicle's representation through the same construction logic.

With Abstract Factory

The Abstract Factory pattern is a creational design pattern that provides an interface for creating families of related or dependent objects without specifying their concrete classes, ensuring that the products created are compatible with one another. This pattern declares a family of product interfaces and corresponding factory interfaces, with concrete factories implementing the creation of specific product variants, such as modern or Victorian furniture pieces that must interoperate seamlessly. In contrast to the Builder pattern, which focuses on constructing a single complex object through a step-by-step process that allows for customization and optional components, the emphasizes the immediate creation of multiple related objects as a cohesive family, without exposing the underlying logic. The Builder separates the construction from the object's representation, enabling the same process to produce different results, whereas Abstract Factory prioritizes product compatibility and interchangeability across families, often returning fully formed objects directly rather than through iterative steps. These differences highlight Builder's process-oriented approach for intricate, singular artifacts versus Abstract Factory's structure-oriented method for suites of interdependent items. The trade-offs between the two patterns lie in their applicability: Builder excels in scenarios requiring a single, highly customizable product, such as assembling a with variable sections, where the emphasis is on flexibility during construction without altering the final class. Abstract Factory, however, is better suited for generating consistent families of objects, like UI themes that include buttons, menus, and dialogs tailored to different operating systems, promoting but potentially increasing complexity through additional abstract layers. For instance, an Abstract Factory might produce OS-specific —a Windows factory creating Windows buttons and scrollbars, or a macOS factory for their equivalents—ensuring thematic uniformity, while a Builder would incrementally build one such or set without managing family-wide consistency.

Variations

Fluent Interface Builder

The Fluent Interface Builder is a variation of the Builder pattern that leverages to create a more readable and expressive for object construction. In this approach, each builder method returns the builder instance itself (typically this in languages like or self in ), allowing subsequent method calls to be chained together seamlessly, culminating in a final build() method that constructs and returns the target product object. This style was popularized as part of the broader concept, which aims to mimic flow and improve code fluency. The primary benefits of the Fluent Interface Builder lie in its enhancement of API usability and readability, making complex object configurations appear as a single, declarative statement rather than a series of disjointed calls. For instance, it reduces syntactical noise and leverages IDE auto-completion to guide developers through the construction process, which is particularly valuable in library . This variation is commonly employed in well-known APIs, such as Java's StringBuilder class, where methods like append() return the instance for chaining, or in JavaScript's for DOM manipulation, demonstrating its widespread adoption in improving developer experience without altering the underlying Builder semantics. Implementation of a Fluent Interface Builder involves designing setter-like methods that configure the product's state internally while returning the builder for further chaining, ensuring the build() method validates and instantiates the final object only at the end. A typical structure might look like this in pseudocode:
class FluentBuilder {
    private Product product = new Product();

    public FluentBuilder setProperty1(value) {
        product.setProperty1(value);
        return this;
    }

    public FluentBuilder setProperty2(value) {
        product.setProperty2(value);
        return this;
    }

    public Product build() {
        // Optional validation
        return product;
    }
}

// Usage: FluentBuilder().setProperty1("value1").setProperty2("value2").build();
This pattern adheres to the Builder's separation of construction logic but emphasizes fluidity over explicit stepwise invocation. Despite its advantages, the Fluent Interface Builder has limitations, including the potential for errors if required configuration steps are omitted, as the chaining does not enforce order or completeness at —relying instead on checks in build(). Additionally, it can violate principles like Command-Query Separation by having methods that both mutate state and return values, potentially complicating debugging and increasing the risk of overly large interfaces that breach the .

Immutable Object Builder

The Builder pattern adapted for immutable objects addresses the challenges of constructing complex classes with numerous parameters, particularly when immutability is required to ensure thread-safety and state consistency. Traditional constructors often result in "telescoping" patterns, where multiple overloaded constructors are needed to handle optional parameters, leading to verbose and error-prone code that compromises immutability by either exposing setters or forcing all parameters to be mandatory. The Builder defers object creation until all necessary details are provided, allowing the final immutable instance to be assembled with private final fields set via a private constructor, thereby preventing any post-construction modifications. Key features of this variation include a product with final fields for all attributes, lacking public setters or mutators to enforce immutability, and relying exclusively on a constructor invoked by the builder. The builder itself maintains mutable during the phase, using methods to collect parameters, and culminates in a build() that instantiates the product, copies the accumulated , and typically resets its own fields for reuse. This guarantees thread-safety in the resulting object, as immutable instances require no and can be shared freely across threads without risk of concurrent modification, while the builder's temporary mutability is confined to a single-threaded context. In practice, this approach is particularly suited for objects featuring optional fields, where the builder allows selective specification of parameters—such as timeouts, levels, or strings—before triggering immutable , ensuring the final object reflects a complete and consistent state without partial initialization risks. For instance, required fields like a base might be set in the builder's constructor, while optional ones like retry counts default to zero or null, enabling flexible yet safe assembly. Best practices emphasize comprehensive validation within the build() method to check for required fields or invalid combinations, throwing exceptions if completeness cannot be assured, which upholds state consistency. Additionally, incorporating default values directly in the builder's fields or setters supports optional parameters without mandating explicit calls, reducing boilerplate while preserving the immutability of the product.

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