Visitor in UML
Visitor in LePUS3 (legend)

In object-oriented programming and software engineering, the visitor design pattern is a way of separating an algorithm from an object structure upon which it operates. A practical result of this separation is the ability to add new operations to existing object structures without modifying those structures. Thus, using the visitor pattern helps conformance with the open/closed principle.

In essence, the visitor allows one to add new virtual functions to a family of classes without modifying the classes themselves; instead, one creates a visitor class that implements all of the appropriate specializations of the virtual function. The visitor takes the instance reference as input, and implements the goal through double dispatch.

While powerful, the visitor pattern does have limitations as compared with conventional virtual functions. It is not possible to create visitors for objects without adding a small callback method inside each class and the callback method in each of the classes is not inheritable to the level of the new subclass.

Contents

Elaborated

The idea is to use a structure of element classes, each of which has an accept() method that takes a visitor object as an argument. Visitor is an interface that has a visit() method for each element class. The accept() method of an element class calls back the visit() method for its class. Separate concrete visitor classes can then be written that perform some particular operations, by implementing these operations in their respective visit() methods.

One of these visit() methods of a concrete visitor can be thought of as a method not of a single class, but rather a method of a pair of classes: the concrete visitor and the particular element class. Thus the visitor pattern simulates double dispatch in a conventional single-dispatch object-oriented language such as Java, Smalltalk, and C++. For an explanation of how double dispatch differs from function overloading, see Double dispatch is more than function overloading in the double dispatch article. In the Java language, two techniques have been documented which use reflection to simplify the mechanics of double dispatch simulation in the visitor pattern: getting rid of accept() methods (the Walkabout variation), and getting rid of extra visit() methods.

The visitor pattern also specifies how iteration occurs over the object structure. In the simplest version, where each algorithm needs to iterate in the same way, the accept() method of a container element, in addition to calling back the visit() method of the visitor, also passes the visitor object to the accept() method of all its constituent child elements.

Because the Visitor object has one principal function (manifested in a plurality of specialized methods) and that function is called visit(), the Visitor can be readily identified as a potential function object or functor. Likewise, the accept() function can be identified as a function applicator, a mapper, which knows how to traverse a particular type of object and apply a function to its elements. Lisp's object system with its multiple dispatch does not replace the Visitor pattern, but merely provides a more concise implementation of it in which the pattern all but disappears.


Example in Java

The following example is in the Java programming language:

interface CarElementVisitor {
    void visit(Wheel wheel);
    void visit(Engine engine);
    void visit(Body body);
    void visitCar(Car car);
}
interface CarElement{
    void accept(CarElementVisitor visitor);
}
class Wheel implements CarElement{
    private String name;
    Wheel(String name) {
        this.name = name;
    }
    String getName() {
        return this.name;
    }
    public void accept(CarElementVisitor visitor) {
        visitor.visit(this);
    }
}
 
class Engine implements CarElement{
    public void accept(CarElementVisitor visitor) {
        visitor.visit(this);
    }
}
 
class Body implements CarElement{
    public void accept(CarElementVisitor visitor) {
        visitor.visit(this);
    }
}
 
class Car  {
    CarElement[] elements;
    public CarElement [] getElements(){
        return elements.clone();
    }
    public Car() {
        this.elements = new CarElement[]
          { new Wheel("front left"), new Wheel("front right"),
            new Wheel("back left") , new Wheel("back right"),
            new Body(), new Engine()};
    }
}
 
class CarElementPrintVisitor implements CarElementVisitor {
 
    public void visit(Wheel wheel) {      
        System.out.println("Visiting "+ wheel.getName()
                            + " wheel");
    }
    public void visit(Engine engine) {
        System.out.println("Visiting engine");
    }
    public void visit(Body body) {
        System.out.println("Visiting body");
    }
 
    public void visitCar(Car car) {
        System.out.println("\nVisiting car");
        for(CarElement element : car.getElements()) {
            element.accept(this);
        }
        System.out.println("Visited car");
    }
}
 
class CarElementDoVisitor implements CarElementVisitor {
    public void visit(Wheel wheel) {
        System.out.println("Kicking my "+ wheel.getName());
    }
    public void visit(Engine engine) {
        System.out.println("Starting my engine");
    }
    public void visit(Body body) {
        System.out.println("Moving my body");
    }
    public void visitCar(Car car) {
        System.out.println("\nStarting my car");
        for(CarElement carElement : car.getElements()) {
            carElement.accept(this);
        }
        System.out.println("Started car");
    }
 
}
 
public class VisitorDemo {
    static public void main(String[] args){
        Car car = new Car();
        CarElementVisitor printVisitor = new CarElementPrintVisitor();
        CarElementVisitor doVisitor = new CarElementDoVisitor();
        printVisitor.visitCar(car);
        doVisitor.visitCar(car);
    }
}

Example in C++

The following example is an example in the C++ programming language:

#include <string>
#include <iostream>
#include <vector>
 
using namespace std;
 
class Wheel;
class Engine;
class Body;
class Car;
 
// interface to all car 'parts'
struct CarElementVisitor 
{
  virtual void visit(Wheel& wheel) const = 0;
  virtual void visit(Engine& engine) const = 0;
  virtual void visit(Body& body) const = 0;
 
  virtual void visitCar(Car& car) const = 0;
  virtual ~CarElementVisitor() {}
};
 
// interface to one part
struct CarElement 
{
  virtual void accept(const CarElementVisitor& visitor) = 0;
  virtual ~CarElement() {}
};
 
// wheel element, there are four wheels with unique names
class Wheel : public CarElement
{
public:
    explicit Wheel(const string& name) :
      name_(name)
    {
    }
    const string& getName() const 
    {
      return name_;
    }
    void accept(const CarElementVisitor& visitor)  
    {
      visitor.visit(*this);
    }
private:
    string name_;
};
 
// engine
class Engine : public CarElement
{
public:
  void accept(const CarElementVisitor& visitor) 
  {
    visitor.visit(*this);
  }
};
 
// body
class Body : public CarElement
{
public:
  void accept(const CarElementVisitor& visitor) 
  {
    visitor.visit(*this);
  }
};
 
// car, all car elements(parts) together
class Car 
{
public:
  vector<CarElement*>& getElements()
  {
    return elements_;
  }
  Car() 
  {
    // assume that neither push_back nor Wheel(const string&) may throw
    elements_.push_back( new Wheel("front left") );
    elements_.push_back( new Wheel("front right") );
    elements_.push_back( new Wheel("back left") );
    elements_.push_back( new Wheel("back right") );
    elements_.push_back( new Body() );
    elements_.push_back( new Engine() );
  }
  ~Car()
  {
    for(vector<CarElement*>::iterator it = elements_.begin(); 
      it != elements_.end(); ++it)
    {
      delete *it;
    }
  }
private:
  vector<CarElement*> elements_;
};
 
// PrintVisitor and DoVisitor show by using a different implementation the Car class is unchanged
// even though the algorithm is different in PrintVisitor and DoVisitor.
class CarElementPrintVisitor : public CarElementVisitor 
{
public:
  void visit(Wheel& wheel) const
  { 
    cout << "Visiting " << wheel.getName() << " wheel" << endl;
  }
  void visit(Engine& engine) const
  {
    cout << "Visiting engine" << endl;
  }
  void visit(Body& body) const
  {
    cout << "Visiting body" << endl;
  }
  void visitCar(Car& car) const
  {
    cout << endl << "Visiting car" << endl;
    vector<CarElement*>& elems = car.getElements();
    for(vector<CarElement*>::iterator it = elems.begin();
      it != elems.end(); ++it )
    {
      (*it)->accept(*this);	// this issues the callback i.e. to this from the element  
    }
    cout << "Visited car" << endl;
  }
};
 
class CarElementDoVisitor : public CarElementVisitor 
{
public:
  // these are specific implementations added to the original object without modifying the original struct
  void visit(Wheel& wheel) const
  {
    cout << "Kicking my " << wheel.getName() << " wheel" << endl;
  }
  void visit(Engine& engine) const
  {
    cout << "Starting my engine" << endl;
  }
  void visit(Body& body) const
  {
    cout << "Moving my body" << endl;
  }
  void visitCar(Car& car) const
  {
    cout << endl << "Starting my car" << endl;
    vector<CarElement*>& elems = car.getElements();
    for(vector<CarElement*>::iterator it = elems.begin();
      it != elems.end(); ++it )
    {
      (*it)->accept(*this);	// this issues the callback i.e. to this from the element  
    }
    cout << "Stopped car" << endl;
  }
};
 
int main()
{
  Car car;
  CarElementPrintVisitor printVisitor;
  CarElementDoVisitor doVisitor;
 
  printVisitor.visitCar(car);
  doVisitor.visitCar(car);
 
  return 0;
}

State

Aside from potentially improving separation of concerns, the visitor pattern has an additional advantage over simply calling a polymorphic method: a visitor object can have state. This is extremely useful in many cases where the action performed on the object depends on previous such actions.

An example of this is a pretty-printer in a programming language implementation (such as a compiler or interpreter). Such a pretty-printer object (implemented as a visitor, in this example), will visit nodes in a data structure that represents a parsed and processed program. The pretty-printer will then generate a textual representation of the program tree. In order to make the representation human readable, the pretty-printer should properly indent program statements and expressions. The current indentation level can then be tracked by the visitor as its state, correctly applying encapsulation, whereas in a simple polymorphic method invocation, the indentation level would have to be exposed as a parameter and the caller would rely on the method implementation to use and propagate this parameter correctly.

See also

External links



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