I have a situation where class A, B, and C, all are derived from X to make a composite pattern.
Now A, B, and C are very similar but they do have different internal attributes. My question is how do I access their attributes and modify them once they are added to composite without typecasting it?
In my real example, the part-whole relationship perfectly makes sense and all elements support the main operation which is why I need it. That said individual classes in the composite does have different attributes and requires special operations.
Is there a way to decouple these special properties and functions related to them away from composite class but attach to them?
To put things in perspective, let's say we have composite merchandise
(base class of composite) which has a price. Now a store is a merchandise, in it, a department is a merchandise, in which an actual item say a pot
is merchandise, it can have a pot-set with combination pots which is also merchandise and so on.
class Merchandise
{
public:
virtual void add(Merchandise* item) = 0;
virtual Merchandise* getMerchandise() = 0;
virtual void show() = 0;
// assume we have the following key operations here but I am not implementing them to keep this eitemample short
//virtual setPrice(float price) = 0;
//virtual float getPrice() = 0;
};
class Store : public Merchandise
{
vector< Merchandise*> deparments;
std::string storeName = "";
public:
Store(std::string store_name) : storeName(store_name) {}
virtual void add(Merchandise* item)
{
deparments.push_back(item);
}
virtual Merchandise* getMerchandise()
{
if (deparments.size() > 0)
return deparments[0];
return 0;
}
virtual void show()
{
cout << "I am Store " << storeName << " and have following " << deparments.size() << " departments" << endl;
for (unsigned int i = 0; i < deparments.size(); i++)
{
deparments[i]->show();
}
}
};
class Department : public Merchandise
{
std::string depName;
vector<Merchandise*> items;
public:
Department(std::string dep_name) : depName(dep_name) {}
virtual void add(Merchandise* item)
{
items.push_back(item);
}
virtual Merchandise* getMerchandise()
{
if (items.size() > 0)
return items[0];
return 0;
}
virtual void show()
{
cout << "I am department " << depName << " and have following " << items.size() << " items" << endl;
for (unsigned int i = 0; i < items.size(); i++)
{
items[i]->show();
}
}
};
class Shirt : public Merchandise
{
std::string shirtName;
public:
Shirt(std::string shirt_name) : shirtName(shirt_name) {}
virtual void add(Merchandise* item) {}
virtual Merchandise* getMerchandise() { return 0; }
virtual void show()
{
cout << "I am shirt " << shirtName << endl;
};
};
class Pot : public Merchandise
{
std::string potName;
public:
Pot(std::string pot_name) : potName(pot_name) {}
virtual void add(Merchandise* item) { }
virtual Merchandise* getMerchandise() { return 0; }
virtual void show()
{
cout << "I am pot " << potName << endl;
};
int num = 0;
};
class CookSet : public Merchandise
{
std::string cooksetName;
vector<Merchandise*> pots;
public:
CookSet(std::string cookset_name) : cooksetName(cookset_name) {}
vector<Merchandise*> listOfPots;
virtual void add(Merchandise* item) { pots.push_back(item); }
virtual Merchandise* getMerchandise() { return 0; }
virtual void show()
{
cout << "I am cookset " << cooksetName << " and have following " << pots.size() << " items" << endl;
for (unsigned int i = 0; i < pots.size(); i++)
{
pots[i]->show();
}
};
int num = 0;
};
int main()
{
// create a store
Store * store = new Store( "BigMart");
// create home department and its items
Department * mens = new Department( "Mens");
mens->add(new Shirt("Columbia") );
mens->add(new Shirt("Wrangler") );
// likewise a new composite can be dress class which is made of a shirt and pants.
Department * kitchen = new Department("Kitchen");
// create kitchen department and its items
kitchen->add(new Pot("Avalon"));
CookSet * cookset = new CookSet("Faberware");
cookset->add(new Pot("Small Pot"));
cookset->add(new Pot("Big pot"));
kitchen->add(cookset);
store->add( mens );
store->add(kitchen);
store->show();
// so far so good but the real fun begins after this.
// Firt question is, how do we even access the deep down composite objects in the tree?
// this wil not really make sense!
Merchandise* item = store->getMerchandise()->getMerchandise();
// Which leads me to want to add specific method to CStore object like the following to retrieve each department
// but then does this break composite pattern? If not, how can I accomodate these methods only to CStore class?
//store->getMensDept();
//store->getsKitchenDept();
// Likewise a shirt class will store different attributes of a shirt like collar size, arm length etc, color.
// how to retrieve that?
// Other operations is, say if item is cookset, set it on 20% sale.
// Another if its a shirt and color is orange, set it on 25% sale (a shirt has a color property but pot doesn't).
// how to even dispaly particular attributes of that item in a structure?
// item->getAttributes();
return 0;
}
The problem is with this line once I have filled up the composite.
Merchandise* item = store->getMerchandise()->getMerchandise();
First, from my code structure, I know this should be a certain type but as a best practice, we are not supposed to typecast this!? But I do want to change its properties which are unique to it so how do I achieve that?
Assume this store sells shirts as well and I want to change its properties (or even just to display them!), it is very different from a pot.
What would be the best approach here? I think if we can somehow decouple the unique properties of each composite into different classes, this way composite will stay leaner too but not sure how to achieve that.
I assume, in real life, there is no perfect composite and the constituent classes will have some differences. How do we handle that?
Update
Please note I have used the merchandise
example to explain the problem. In my real example, A
, B
, C
are all derived from X
. A
contains multiple B
which contains multiple C
items. When an operation is performed on A
, it needs to be performed on its constituents and that's why I am using composite. But then, each composite does have different attributes. Is composite not a good fit for this?