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| 1 | +--- |
| 2 | +title: GoF Design Patterns - Builder |
| 3 | +date: 2026-02-04 |
| 4 | +category: Coding |
| 5 | +description: A practical guide to the Builder pattern from the GoF collection:concepts, when to use it, a C++ implementation example, caveats, and sources. |
| 6 | +tags: [Coding, DesignPattern] |
| 7 | +recommended: true |
| 8 | +thumbnail: assets/img/ogp.png |
| 9 | +--- |
| 10 | + |
| 11 | +Hello! Pan here. |
| 12 | + |
| 13 | +This post covers the Builder pattern from the GoF (Gang of Four) design patterns. |
| 14 | +I explain it practically with sample code in C++, how to design it, when to apply it, and important caveats. |
| 15 | + |
| 16 | +# Introduction |
| 17 | + |
| 18 | +The Builder pattern separates the construction of a complex object from its representation, improving readability and extensibility of the creation process. |
| 19 | + |
| 20 | +I'll quote Wikipedia as a primary source: |
| 21 | + |
| 22 | +> "The intent of the Builder design pattern is to separate the construction of a complex object from its representation so that the same construction process can create different representations." |
| 23 | +> (Source: [https://en.wikipedia.org/wiki/Builder_pattern](https://en.wikipedia.org/wiki/Builder_pattern)) |
| 24 | +
|
| 25 | +[!CARD](https://en.wikipedia.org/wiki/Builder_pattern) |
| 26 | + |
| 27 | +## Structure (Elements) |
| 28 | + |
| 29 | +A typical composition includes: |
| 30 | + |
| 31 | +- `Product`: the complex object to be constructed |
| 32 | +- `Builder`: defines steps like `BuildPartX()` and provides `GetResult()` |
| 33 | +- `ConcreteBuilder`: implements `Builder`, holds mutable parts internally, and returns the final `Product` |
| 34 | +- `Director`: holds the construction sequence and issues build commands to the `Builder`. For small cases, the Director is often omitted. |
| 35 | + |
| 36 | +## C++ Implementation Example |
| 37 | + |
| 38 | +Below is a minimal C++ example. This is a typical pattern that uses a `Director`. |
| 39 | + |
| 40 | +```cpp |
| 41 | +// Product.h -- the object being constructed |
| 42 | +#pragma once |
| 43 | +#include <string> |
| 44 | + |
| 45 | +struct Product { |
| 46 | + std::string partA; |
| 47 | + std::string partB; |
| 48 | + std::string partC; |
| 49 | +}; |
| 50 | + |
| 51 | +// Builder.h -- abstract builder |
| 52 | +#pragma once |
| 53 | +#include <memory> |
| 54 | + |
| 55 | +class Builder { |
| 56 | +public: |
| 57 | + virtual ~Builder() = default; |
| 58 | + virtual void BuildPartA() = 0; |
| 59 | + virtual void BuildPartB() = 0; |
| 60 | + virtual void BuildPartC() = 0; |
| 61 | + virtual std::unique_ptr<Product> GetResult() = 0; |
| 62 | +}; |
| 63 | + |
| 64 | +// ConcreteBuilder.h |
| 65 | +#pragma once |
| 66 | +#include "Builder.h" |
| 67 | +#include "Product.h" |
| 68 | +#include <memory> |
| 69 | + |
| 70 | +class ConcreteBuilder : public Builder { |
| 71 | +private: |
| 72 | + std::unique_ptr<Product> product_; |
| 73 | +public: |
| 74 | + ConcreteBuilder() : product_(std::make_unique<Product>()) {} |
| 75 | + void BuildPartA() override { product_->partA = "Engine"; } |
| 76 | + void BuildPartB() override { product_->partB = "Wheels"; } |
| 77 | + void BuildPartC() override { product_->partC = "Body"; } |
| 78 | + std::unique_ptr<Product> GetResult() override { |
| 79 | + return std::move(product_); |
| 80 | + } |
| 81 | +}; |
| 82 | + |
| 83 | +// Director.h |
| 84 | +#pragma once |
| 85 | +#include "Builder.h" |
| 86 | + |
| 87 | +class Director { |
| 88 | +public: |
| 89 | + void ConstructSportsCar(Builder& builder) { |
| 90 | + builder.BuildPartA(); |
| 91 | + builder.BuildPartB(); |
| 92 | + builder.BuildPartC(); |
| 93 | + } |
| 94 | + void ConstructToyCar(Builder& builder) { |
| 95 | + builder.BuildPartB(); |
| 96 | + // Toy car doesn't need engine |
| 97 | + } |
| 98 | +}; |
| 99 | + |
| 100 | +// main.cpp |
| 101 | +#include <iostream> |
| 102 | +int main() { |
| 103 | + ConcreteBuilder builder; |
| 104 | + Director director; |
| 105 | + director.ConstructSportsCar(builder); |
| 106 | + auto product = builder.GetResult(); |
| 107 | + std::cout << "Product parts: " << product->partA << ", " << product->partB << ", " << product->partC << "\n"; |
| 108 | +} |
| 109 | +``` |
| 110 | +
|
| 111 | +The key point of this implementation is the separation between the construction procedure (the Director) and the concrete construction steps (the ConcreteBuilder). You can achieve variety simply by replacing `ConcreteBuilder`. |
| 112 | +
|
| 113 | +## When to Use It |
| 114 | +
|
| 115 | +Representative cases where you should consider the Builder pattern: |
| 116 | +
|
| 117 | +- When a constructor has many parameters and most of them are optional (named/optional parameters or factories can be alternatives). |
| 118 | +- When you need staged or complex initialization and want to separate the initialization steps (useful for incremental verification in tests). |
| 119 | +- When you want to produce different representations from the same construction procedure (multiple `ConcreteBuilder` implementations). |
| 120 | +- When building immutable objects: the Builder assembles a mutable intermediate representation and returns an immutable object at the end for readability. |
| 121 | +
|
| 122 | +Alternatives: |
| 123 | +
|
| 124 | +- Language-level named/optional parameters (for concise cases). |
| 125 | +- `Factory Method` or `Abstract Factory` (when creation responsibilities are managed by subclasses or family groups). |
| 126 | +- Stepwise helper functions calling constructors (often sufficient for simple cases). |
| 127 | +
|
| 128 | +## Summary |
| 129 | +
|
| 130 | +The Builder pattern is a powerful pattern intended to separate construction procedure and representation. It is effective when dealing with complex initialization or variable representations. However, Builder introduces trade-offs around mutability, integration with dependency injection, and test design. Before adopting it, evaluate the impact on creation sites, serialization, and tests. |
| 131 | +
|
| 132 | +References and sources: |
| 133 | +
|
| 134 | +[!CARD](https://en.wikipedia.org/wiki/Builder_pattern) |
| 135 | +
|
| 136 | +That's it for this post. Next time I'll cover another GoF pattern. The code shown here is simplified for learning purposes — when adopting patterns in production, make sure to adapt them to your project requirements. |
| 137 | +
|
| 138 | +Thanks for reading — Pan. |
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