I know what Visitor Pattern is and how to use it; this question is not a duplicate of this one.
I\'ve got a library where I put most of the reusable code I write,
So there's a class xxxShape, which in some way contains information that "drives" the rendering. For Circles that might be centre, radius, for Squares some corner coordinates or some such. Maybe some other stuff about fillings and colours.
You dont't want to/cannot update those classes to add the actual rendering logic, and I think your reasons for not doing so are valid/inevitable.
But presumably, you have enough public access methods on the classes to allow you to get at the "driving" information, otherwise you are doomed.
So in which case why can you not just wrap these items:
CircleRenderer hasA Cicle, knows how to render Circles
and so on. Now use the Visitor pattern across the Renderer classes.
There a many possible solutions, but you could do this, for example: Start new hierarchy, which renders Shapes
in a specific Context
:
// contracts:
class RenderingContext {
public: virtual void DrawLine(const Point&, const Point&) = 0;
// and so on...
};
class ShapeRenderer {
public: virtual void Render(RenderingContext&) = 0;
};
// implementations:
class RectangleRenderer : public ShapeRenderer {
Rectangle& mR;
public:
virtual void Render(RenderingContext& pContext) {
pContext.DrawLine(mR.GetLeftLower(), mR.GetRightLower());
// and so on...
}
RectangleRenderer(Rectangle& pR) : mR(pR) {}
};
This doesn't look like a case for the Visitor pattern to me.
I would suggest you have a RenderableShape
class that aggregates a Shape
object, then create subclasses for each shape. RenderableShape
would have a virtual render
method.
If you want to support multiple rendering engines, you can have a RenderContext
base class that abstracts drawing operations, with subclasses for each rendering engine, each subclass implementing the drawing operations in terms of its rendering engine. You then have RenderableShape::render
take a RenderContext
as an argument, and draw to it using its abstracted API.
First: "Visitor Pattern is a way to simulate Double Dispatching in C++." This is, erm, not fully right. Actually, double dispatch is one form of multiple dispatch, which is a way to simulate (the missing) multi-methods in C++.
Whether operations on a class hierarchy should be implemented by adding virtual functions or by adding visitors is determined by the probabilities of adding classes vs. adding operations:
Yes, many libraries do not come with a visitor interface.
When we are just looking at the reasoning above, this would be right if the number of classes changes often. That is, if a library is released often, with new classes being added constantly, then providing a visitor interface wouldn't make much sense, because each time a new release brings new classes, everybody using the library need to adapt all of their visitors. So if we only looked at the above reasoning, a visitor interface would seem to only be helpful if the number of classes in a lib's class hierarchy seldom or never changes.
However, with 3rd-party libraries there's another aspect to that: Usually, users cannot change the classes in the library. That is, if they need to add an operation, the only way they can do this is by adding a visitor - if the library provides the hooks for them to plug into it.
So if you are writing a library and feel like users should be able to add operations to it, then you need to provide a way for them to plug their visitors into your lib.
I understand absolutely what you said and I share the same concerns. The problem is that the Visitor Pattern is not very clearly defined and the original solution for it is misleading, IMHO. This is why there are so many variations of this pattern.
In particular, I believe that the correct implementation should support legacy code, I mean: a binary you've lost the source code at all, isn't it? This is what the definition says: that you should never had to change the original data structures.
I don't like implementations with visitA, visitB, visitWhatever, acceptA, acceptB, acceptWhatever. This is absolutely wrong, IMHO.
If you have a chance, please have a look at an article I've written about this.
It's Java, but you can port to C++ easily if you find it useful for your purposes.
I hope it helps
Cheers