When to use the Bridge pattern and how is it different from the Adapter pattern?

Design PatternsAdapterBridge

Design Patterns Problem Overview


Has anyone ever used the Bridge pattern in a real world application? If so, how did you use it? Is it me, or is it just the Adapter pattern with a little dependency injection thrown into the mix? Does it really deserve its own pattern?

Design Patterns Solutions


Solution 1 - Design Patterns

There's a combination of Federico's and John's answers.

When:

                   ----Shape---
                  /            \
         Rectangle              Circle
        /         \            /      \
BlueRectangle  RedRectangle BlueCircle RedCircle

Refactor to:

          ----Shape---                        Color
         /            \                       /   \
Rectangle(Color)   Circle(Color)           Blue   Red

Solution 2 - Design Patterns

The Bridge pattern is an application of the old advice, "prefer composition over inheritance". It becomes handy when you must subclass different times in ways that are orthogonal with one another. Say you must implement a hierarchy of colored shapes. You wouldn't subclass Shape with Rectangle and Circle and then subclass Rectangle with RedRectangle, BlueRectangle and GreenRectangle and the same for Circle, would you? You would prefer to say that each Shape has a Color and to implement a hierarchy of colors, and that is the Bridge Pattern. Well, I wouldn't implement a "hierarchy of colors", but you get the idea...

Solution 3 - Design Patterns

When:

        A
     /     \
    Aa      Ab
   / \     /  \
 Aa1 Aa2  Ab1 Ab2

Refactor to:

     A         N
  /     \     / \
Aa(N) Ab(N)  1   2

Solution 4 - Design Patterns

A classic example of the Bridge pattern is used in the definition of shapes in an UI environment (see the Bridge pattern Wikipedia entry). The Bridge pattern is a composite of the Template and Strategy patterns.

It is a common view some aspects of the Adapter pattern in the Bridge pattern. However, to quote from this article:

> At first sight, the Bridge pattern looks a lot like the Adapter pattern in that a class is used to convert one kind of interface to another. However, the intent of the Adapter pattern is to make one or more classes' interfaces look the same as that of a particular class. The Bridge pattern is designed to separate a class's interface from its implementation so you can vary or replace the implementation without changing the client code.

Solution 5 - Design Patterns

In my experience, Bridge is a quite often recurring pattern, because it's the solution whenever there are two orthogonal dimensions in the domain. E.g. shapes and drawing methods, behaviours and platforms, file formats and serializers and so forth.

And an advice: always think of design patterns from the conceptual perspective, not from the implementation perspective. From the right point of view, Bridge cannot be confused with Adapter, because they solve a different problem, and composition is superior to inheritance not because of the sake of itself, but because it allows to handle orthogonal concerns separately.

Solution 6 - Design Patterns

Adapter and Bridge are certainly related, and the distinction is subtle. It's likely that some people who think they are using one of these patterns are actually using the other pattern.

The explanation I've seen is that Adapter is used when you're trying to unify the interfaces of some incompatible classes that already exist. The Adapter functions as a kind of translator to implementations that could be considered legacy.

Whereas the Bridge pattern is used for code that is more likely to be greenfield. You're designing the Bridge to provide an abstract interface for an implementation that needs to vary, but you also define the interface of those implementation classes.

Device drivers is an often-cited example of Bridge, but I'd say it's a Bridge if you're defining the interface spec for device vendors, but it's an Adapter if you're taking existing device drivers and making a wrapper-class to provide a unified interface.

So code-wise, the two patterns are very similar. Business-wise, they're different.

See also http://c2.com/cgi/wiki?BridgePattern

Solution 7 - Design Patterns

The intent of Bridge and Adapter is different and we need both patterns separately.

Bridge pattern:

  1. It is a structural pattern
  2. Abstraction and implementation are not bound at compile time
  3. Abstraction and implementation - both can vary without impact in client
  4. Uses composition over inheritance.

Use the Bridge pattern when:

  1. You want run-time binding of the implementation,
  2. You have a proliferation of classes resulting from a coupled interface and numerous implementations,
  3. You want to share an implementation among multiple objects,
  4. You need to map orthogonal class hierarchies.

@ John Sonmez answer clearly shows effectiveness of bridge pattern in reducing class hierarchy.

You can refer to below documentation link to get better insight into bridge pattern with code example

Adapter pattern:

  1. It allows two unrelated interfaces to work together through the different objects, possibly playing same role.
  2. It modifies original interface.

Key differences:

  1. Adapter makes things work after they're designed; Bridge makes them work before they are.
  2. Bridge is designed up-front to let the abstraction and the implementation vary independently. Adapter is retrofitted to make unrelated classes work together.
  3. The intent : Adapter allows two unrelated interfaces to work together. Bridge allows Abstraction and implementation to vary independently.

Related SE question with UML diagram and working code:

https://stackoverflow.com/questions/1425171/difference-between-bridge-pattern-and-adapter-pattern/35320081#35320081

Useful articles:

sourcemaking bridge pattern article

sourcemaking adapter pattern article

journaldev bridge pattern article

EDIT:

Bridge Pattern real world example ( As per meta.stackoverflow.com suggestion, incorporated documentation site example in this post since documentation is going to sun-set)

Bridge pattern decouples abstraction from implementation so that both can vary independently. It has been achieved with composition rather than inheritance.

Bridge pattern UML from Wikipedia:

Bridge pattern UML from Wikipedia

You have four components in this pattern.

Abstraction: It defines an interface

RefinedAbstraction: It implements abstraction:

Implementor: It defines an interface for implementation

ConcreteImplementor: It implements Implementor interface.

The crux of Bridge pattern : Two orthogonal class hierarchies using composition (and no inheritance). The Abstraction hierarchy and Implementation hierarchy can vary independently. Implementation never refers Abstraction. Abstraction contains Implementation interface as a member (through composition). This composition reduces one more level of inheritance hierarchy.

Real word Use case:

Enable different vehicles to have both versions of manual and auto gear system.

Example code:

/* Implementor interface*/
interface Gear{
    void handleGear();
}

/* Concrete Implementor - 1 */
class ManualGear implements Gear{
    public void handleGear(){
        System.out.println("Manual gear");
    }
}
/* Concrete Implementor - 2 */
class AutoGear implements Gear{
    public void handleGear(){
        System.out.println("Auto gear");
    }
}
/* Abstraction (abstract class) */
abstract class Vehicle {
    Gear gear;
    public Vehicle(Gear gear){
        this.gear = gear;
    }
    abstract void addGear();
}
/* RefinedAbstraction - 1*/
class Car extends Vehicle{
    public Car(Gear gear){
        super(gear);
        // initialize various other Car components to make the car
    }
    public void addGear(){
        System.out.print("Car handles ");
        gear.handleGear();
    }
}
/* RefinedAbstraction - 2 */
class Truck extends Vehicle{
    public Truck(Gear gear){
        super(gear);
        // initialize various other Truck components to make the car
    }
    public void addGear(){
        System.out.print("Truck handles " );
        gear.handleGear();
    }
}
/* Client program */
public class BridgeDemo {    
    public static void main(String args[]){
        Gear gear = new ManualGear();
        Vehicle vehicle = new Car(gear);
        vehicle.addGear();
        
        gear = new AutoGear();
        vehicle = new Car(gear);
        vehicle.addGear();
        
        gear = new ManualGear();
        vehicle = new Truck(gear);
        vehicle.addGear();
        
        gear = new AutoGear();
        vehicle = new Truck(gear);
        vehicle.addGear();
    }
}

output:

Car handles Manual gear
Car handles Auto gear
Truck handles Manual gear
Truck handles Auto gear

Explanation:

  1. Vehicle is an abstraction.
  2. Car and Truck are two concrete implementations of Vehicle.
  3. Vehicle defines an abstract method : addGear().
  4. Gear is implementor interface
  5. ManualGear and AutoGear are two implementations of Gear
  6. Vehicle contains implementor interface rather than implementing the interface. Compositon of implementor interface is crux of this pattern : It allows abstraction and implementation to vary independently.
  7. Car and Truck define implementation ( redefined abstraction) for abstraction : addGear() : It contains Gear - Either Manual or Auto

Use case(s) for Bridge pattern:

  1. Abstraction and Implementation can change independent each other and they are not bound at compile time
  2. Map orthogonal hierarchies - One for Abstraction and one for Implementation.

Solution 8 - Design Patterns

I have used the bridge pattern at work. I program in C++, where it is often called the PIMPL idiom (pointer to implementation). It looks like this:

class A
{
public: 
  void foo()
  {
    pImpl->foo();
  }
private:
  Aimpl *pImpl;
};

class Aimpl
{
public:
  void foo();
  void bar();
};  

In this example class A contains the interface, and class Aimpl contains the implementation.

One use for this pattern is to expose only some of the public members of the implementation class, but not others. In the example only Aimpl::foo() can be called through the public interface of A, but not Aimpl::bar()

Another advantage is that you can define Aimpl in a separate header file that need not be included by the users of A. All you have to do is use a forward declaration of Aimpl before A is defined, and move the definitions of all the member functions referencing pImpl into the .cpp file. This gives you the ability to keep the Aimpl header private, and reduce the compile time.

Solution 9 - Design Patterns

To put shape example in code:

#include<iostream>
#include<string>
#include<cstdlib>

using namespace std;

class IColor
{
public:
	virtual string Color() = 0;
};

class RedColor: public IColor
{
public:
    string Color()
    {
    	return "of Red Color";
    }
};

class BlueColor: public IColor
{
public:
	string Color()
    {
    	return "of Blue Color";
    }
};


class IShape
{
public:
virtual string Draw() = 0;
};

class Circle: public IShape
{
        IColor* impl;
    public:
        Circle(IColor *obj):impl(obj){}
    	string Draw()
    	{
        	return "Drawn a Circle "+ impl->Color();
    	}
};

class Square: public IShape
{
    	IColor* impl;
    public:
        Square(IColor *obj):impl(obj){}
    	string Draw()
        {
	    return "Drawn a Square "+ impl->Color();;
        }
};

int main()
{
IColor* red = new RedColor();
IColor* blue = new BlueColor();

IShape* sq = new Square(red);
IShape* cr = new Circle(blue);

cout<<"\n"<<sq->Draw();
cout<<"\n"<<cr->Draw();

delete red;
delete blue;
return 1;
}

The output is:

Drawn a Square of Red Color
Drawn a Circle of Blue Color

Note the ease with which new colors and shapes can be added to the system without leading to an explosion of subclasses due to permutations.

Solution 10 - Design Patterns

You're working for an insurance company where you develop a workflow application that manages different kind of tasks: accounting, contract, claims. This is the abstraction. On the implementation side, you must be able to create tasks from different sources: email, fax, e-messaging.

You begin your design with these classes:

public class Task {...}
public class AccountingTask : Task {...}
public class ContractTask : Task {...}
public class ClaimTask : Task {...}

Now, since each sources must be handled in a specific way, you decide to specialize each task type:

public class EmailAccountingTask : AccountingTask {...}
public class FaxAccountingTask : AccountingTask {...}
public class EmessagingAccountingTask : AccountingTask {...}

public class EmailContractTask : ContractTask {...}
public class FaxContractTask : ContractTask {...}
public class EmessagingContractTask : ContractTask {...}

public class EmailClaimTask : ClaimTask {...}
public class FaxClaimTask : ClaimTask {...}
public class EmessagingClaimTask : ClaimTask {...}

You end up with 13 classes. Adding a task type or a source type becomes challenging. Using the bridge pattern produces something easier to maintain by decoupling the task (the abstraction) from the source (which is an implementation concern):

// Source
public class Source {
   public string GetSender();
   public string GetMessage();
   public string GetContractReference();
   (...)
}

public class EmailSource : Source {...}
public class FaxSource : Source {...}
public class EmessagingSource : Source {...}

// Task
public class Task {
   public Task(Source source);
   (...)
}
public class AccountingTask : Task {...}
public class ContractTask : Task {...}
public class ClaimTask : Task {...}

Adding a task type or a source is now much more easier.

Note: Most developers would not create the 13 classes hierarchy upfront to handle this problem. However, in real life, you might not know in advance the number of source and task types ; if you have only one source and two task types, you would probably not decouple Task from Source. Then, the overall complexity grows as new sources and task types are added. At some point, you will refactor and, most often, end up with a bridge-like solution.

Solution 11 - Design Patterns

for me i think of it as a mechanism where you can swap interfaces. In the real world you might have a class that can use more then one interface, Bridge lets you swap.

Solution 12 - Design Patterns

I’ll give you one new example for bridge pattern if you get board of the same old Shape and Color example.

Let’s say you’ve different way to make payment like Card payment and net banking. And there are different payments gateways like CITI bank and HSBC bank.

Then you can just add the payment gateway member to the payment modes. And at runtime pass this information to the payment mode object. And make the payment.

So for example it will make the Card payment on CITI bank payment gateway.

Solution 13 - Design Patterns

The key difference between the Adapter and Bridge design patterns lies in their intents. From Design Patterns, chapter 4, section ‘Bridge’, paragraph ‘Related Patterns’ (Gamma et al. 1994):

> The Adapter (139) pattern is geared toward making unrelated classes work together. It is usually applied to systems after they’re designed. Bridge, on the other hand, is used up-front in a design to let abstractions and implementations vary independently.

  1. The word ‘independently’ means that the Bridge design pattern applies in this situation because shapes and colours are independent:
             ------Shape-----                           Shape       Colour
            /                \              Bridge       / \         / \
       Circle                Square         ----->  Circle Square  Red Blue
        / \                   / \
RedCircle BlueCircle  RedSquare BlueSquare
  1. But it does not apply in this situation because colours depend on shapes:
             ------Shape-----
            /                \
       Circle                Square
        / \                   / \
RedCircle BlueCircle  RedSquare GreenSquare
  1. And it is useless in this situation because there are a single shape and a single colour:
Shape
  |
Circle
  |
RedCircle

Tabular representation of situation 1:

| Shape  | Colour |          | Shape  |  | Colour |
| ------ | ------ |          | ------ |  | ------ |
| circle | red    |  Bridge  | circle |  | red    |
| circle | blue   |  ----->  | square |  | blue   |
| square | red    |
| square | blue   |

Tabular representation of situation 2:

| Shape  | Colour |
| ------ | ------ |
| circle | red    |
| circle | blue   |
| square | red    |
| square | green  |

Tabular representation of situation 3:

| Shape  | Colour |
| ------ | ------ |
| circle | red    |

Thus the Bridge design pattern in object-oriented programming is equivalent to normalisation to projection–join normal form, denoted PJ/NF (Fagin 1979), in relational databases.

In situation 1, the relation schema R(Shape, Colour) has the multivalued dependencies ∅ ↠ {Shape} (independent shapes) and ∅ ↠ {Colour} (independent colours) which are not implied by the set of key dependencies {KEY({Shape, Colour})}, so it is not in PJ/NF. Its projections are in PJ/NF because R1(Shape) has the trivial functional dependency {Shape} → {Shape} which is implied by the set of key dependencies {KEY({Shape})} and R2(Colour) has the trivial functional dependency {Colour} → {Colour} which is implied by the set of key dependencies {KEY({Colour})}.

In situation 2, the relation schema R(Shape, Colour) has the trivial multivalued dependency {Shape} ↠ {Colour} which is implied by the set of key dependencies {KEY({Shape, Colour})}, so it is already in PJ/NF.

In situations 3, the relation schema R(Shape, Colour) has the functional dependencies ∅ → {Shape} (single shape) and ∅ → {Colour} (single colour) which are implied by the set of key dependencies {KEY({Shape, Colour}), KEY(∅)}, so it is already in PJ/NF.

Solution 14 - Design Patterns

Bridge design pattern we can easily understand helping of service and dao layer.

Dao layer -> create common interface for dao layer ->
public interface Dao<T>{
void save(T t);
}
public class AccountDao<Account> implement Dao<Account>{
public void save(Account){
}
}
public LoginDao<Login> implement Dao<Login>{
public void save(Login){
}
}
Service Layer ->
1) interface
public interface BasicService<T>{
    void save(T t);
}
concrete  implementation of service -
Account service -
public class AccountService<Account> implement BasicService<Account>{
 private Dao<Account> accountDao;
 public AccountService(AccountDao dao){
   this.accountDao=dao;
   }
public void save(Account){
   accountDao.save(Account);
 }
}
login service- 
public class LoginService<Login> implement BasicService<Login>{
 private Dao<Login> loginDao;
 public AccountService(LoginDao dao){
   this.loginDao=dao;
   }
public void save(Login){
   loginDao.save(login);
 }
}

public class BridgePattenDemo{
public static void main(String[] str){
BasicService<Account> aService=new AccountService(new AccountDao<Account>());
Account ac=new Account();
aService.save(ac);
}
}
}


 

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Content TypeOriginal AuthorOriginal Content on Stackoverflow
QuestionCharles GrahamView Question on Stackoverflow
Solution 1 - Design PatternsAnton ShchastnyiView Answer on Stackoverflow
Solution 2 - Design PatternsFederico A. RamponiView Answer on Stackoverflow
Solution 3 - Design PatternsJohn SonmezView Answer on Stackoverflow
Solution 4 - Design PatternsshekView Answer on Stackoverflow
Solution 5 - Design PatternsthSoftView Answer on Stackoverflow
Solution 6 - Design PatternsBill KarwinView Answer on Stackoverflow
Solution 7 - Design PatternsRavindra babuView Answer on Stackoverflow
Solution 8 - Design PatternsDimaView Answer on Stackoverflow
Solution 9 - Design PatternsNotAgain says Reinstate MonicaView Answer on Stackoverflow
Solution 10 - Design PatternsSylvain RodrigueView Answer on Stackoverflow
Solution 11 - Design Patternsj2emanueView Answer on Stackoverflow
Solution 12 - Design Patternsvivek nunaView Answer on Stackoverflow
Solution 13 - Design PatternsMaggyeroView Answer on Stackoverflow
Solution 14 - Design Patternssohan kumawatView Answer on Stackoverflow