Draw A UML Class Diagram For The Following Class Definitions
Draw A Uml Class Diagram For The Following Class Definitions
1. Draw a UML class diagram for the following class definitions:
class A { };
class B : public A {
public:
virtual int myfunc();
protected:
int x_;
private:
A* a_;
};
class C : public B {
public:
int myfunc();
};
2. Provide code for the instance() function for one of the implementations and explain the operation of this function.
3. Given the following code in main():
A *p = new B;
p->myfunc();
Complete the class definitions so that myfunc() is a feature of class B. Explain your code.
class A { };
class B : public A { };
4. Provide definition of the Adapter class for the class-based Adapter design pattern: using class inheritance, and implement myFunc() in terms of yourFunc(), with your choice of implementation. Show an example of client usage invoking your pattern.
class TargetInterface { public: void myFunc(); };
class Adaptee { public: void yourFunc(); }
5. Explain the relationship between changeState in class Context and class State. Provide outside implementations of both functions.
class Context {
void changeState(State *s);
private:
state* s_;
};
class State {
void changeState(Context c, State s);
};
6. Given the abstract class, provide a concrete implementation of clone() and demonstrate usage with a client.
class Prototype { public: virtual Prototype* clone(); };
7. Write code to decorate the below ChristmasTree with ornaments (modifying the stored string). Include example code that calls show() to print out the decorated tree.
class ChristmasTree {
public:
ChristmasTree() : tree_("_|_/") {} // initializes the tree
virtual string show() const { return tree_; }
private:
string tree_;
};
Paper For Above instruction
The provided class definitions and design patterns encompass fundamental concepts in object-oriented programming, including inheritance, polymorphism, design patterns such as Adapter, State, Prototype, and decorator patterns. This paper explores these concepts through UML class diagrams, code snippets, and detailed explanations to demonstrate their application and interrelationships in software design.
UML Class Diagram for the Given Classes
The first task involves creating a UML class diagram for classes A, B, and C. Class A is a base class with no members. Class B inherits publicly from A and declares a virtual function myfunc(), a protected integer member x_, and a private pointer to an A object. Class C inherits publicly from B and implements its own version of myfunc(). The UML diagram depicts class A with no members, class B with a public myfunc() method, protected x_, and a private a_ pointer to class A, and class C overriding myfunc().
This diagram reflects inheritance relationships and highlights polymorphism via the virtual function myfunc(), enabling B and C to provide specific implementations.
Implementation and Explanation of the instance() Function
The instance() function's purpose is typically to implement the singleton pattern, providing a globally accessible, single instance of a class. Here is a thread-safe implementation of a singleton class with an instance() method:
class Singleton {
private:
static Singleton* instance_;
// Private constructor to prevent direct instantiation
Singleton() {}
public:
static Singleton* instance() {
if (instance_ == nullptr) {
static Singleton singletonInstance;
instance_ = &singletonInstance;
}
return instance_;
}
};
Singleton* Singleton::instance_ = nullptr;
This code initializes a static pointer to null, then upon calling instance(), checks if the pointer is null and creates a static local singleton instance if needed. This ensures only one instance exists, which is accessible globally, facilitating shared state management across an application.
Ensuring myfunc() is a Member of Class B
Given the existing classes:
class A { };
class B : public A { };
and the code:
A *p = new B;
p->myfunc();
to ensure myfunc() is a member of B, we need to declare myfunc() in class B and override it if necessary. The updated class definition is:
class B : public A {
public:
int myfunc() {
// Implementation details
return 0; // placeholder return
}
};
This ensures that calling myfunc() on a pointer of type A* pointing to an object of B will invoke B's version via runtime polymorphism if myfunc() is declared virtual in A. If not declared in A, calling p->myfunc() results in compilation error unless myfunc() exists in class A.
This design demonstrates polymorphism, allowing B's specific behavior to be invoked through base class pointers.
Implementing the Adapter Class Using Class Inheritance
The Adapter pattern bridges incompatible interfaces. Here, TargetInterface defines a method myFunc(), and Adaptee provides yourFunc(). The Adapter inherits from TargetInterface and holds an instance of Adaptee, forwarding calls by implementing myFunc() in terms of yourFunc().
class Adapter : public TargetInterface {
private:
Adaptee* adaptee_;
public:
Adapter(Adaptee* a) : adaptee_(a) {}
void myFunc() override {
// Implementation using adaptee's yourFunc()
adaptee_->yourFunc();
}
};
Client code example:
Adaptee adapteeInstance;
Adapter adapter(&adapteeInstance);
adapter.myFunc(); // Invokes yourFunc() internally
This pattern allows existing classes with incompatible interfaces to collaborate seamlessly without modifying their code.
Relationship between changeState() in Context and State Classes
The State design pattern emphasizes state-specific behavior. The Context maintains a reference to a State object and invokes its methods, while the State object can modify the Context's state via the changeState() method.
Outside class implementation for changeState() in Context:
void Context::changeState(State *s) {
this->s_ = s;
}
And for State:
void State::changeState(Context c, State s) {
c->changeState(s);
}
This setup enables dynamic state transition, where the State object instructs the Context to change its current state, facilitating flexible behavior changes at runtime.
Concrete Implementation of clone() in Prototype Pattern
The Prototype pattern requires subclasses to override clone() to duplicate objects accurately. Here's an example:
class ConcretePrototype : public Prototype {
private:
int value_;
public:
ConcretePrototype(int val) : value_(val) {}
ConcretePrototype(const ConcretePrototype &other) : value_(other.value_) {}
Prototype* clone() override {
return new ConcretePrototype(*this);
}
};
This copy constructor ensures a deep copy of the object. Usage example:
ConcretePrototype original(42);
Prototype* copy = original.clone();
// Use the copied object
delete copy;
This pattern is useful for creating object duplicates without depending on constructors, especially in complex object graphs.
Decorating the Christmas Tree with Ornaments
The ChristmasTree class holds a string representing the tree. To decorate it, we can create a decorator class or modify the show() method to include ornaments. Here is a simple decorator implementation using inheritance:
class DecoratedChristmasTree : public ChristmasTree {
private:
std::string ornament_;
public:
DecoratedChristmasTree(const std::string &ornament) : ornament_(ornament) {}
std::string show() const override {
std::string baseTree = ChristmasTree::show();
// Append ornaments
return baseTree + " " + ornament_;
}
};
Example usage:
ChristmasTree tree;
DecoratedChristmasTree ornamentedTree("☆");
std::cout
This code outputs the original tree string with an added ornament symbol, demonstrating decoration.
Conclusion
This comprehensive overview of UML class diagrams and various design patterns illustrates their importance in achieving flexible, reusable, and maintainable object-oriented software. Mastery of these concepts enables developers to design systems that adapt to changing requirements and facilitate collaboration.
References
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- Fowler, M. (2004). UML Distilled: A Brief Guide to the Standard Object Modeling Language. Addison-Wesley.
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- Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (2013). Design Patterns Explained: A New Perspective on Object-Oriented Design. Addison-Wesley.
- Stroustrup, B. (2013). The C++ Programming Language. Addison-Wesley.
- Bloch, J. (2008). Effective Java. Addison-Wesley.
- Larman, C. (2004). Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development. Prentice Hall.
- Johnson, R., & Foote, B. (1988). Designing Reusable Classes. Journal of Object-Oriented Programming, 1(2), 22-35.
- Alexander, C. (1977). A Pattern Language. Oxford University Press.
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