C++设计模式--抽象工厂模式
前言
前面有兩篇文章分別介紹了簡單工廠模式和工廠方法模式,這兩種模式都比較常見,今天介紹工廠模式的最后一種,抽象工廠模式。
抽象工廠模式(Abstract Factory Pattern)是所有形態的工廠模式中最為抽象和最具一般性的一種形態。抽象工廠模式是指當有多個抽象角色時,使用的一種工廠模式。抽象工廠模式可以向客戶端提供一個接口,使客戶端在不必指定產品的具體的情況下,創建多個產品族中的產品對象。
UML 類圖
來看一下抽象工廠模式的類圖結構。
- IFactory : 抽象工廠基類
- ConcreteFactory1:具體產品的工廠類,繼承于IFactory,并實現基類中的產品接口
- ProductA :產品基類
- ConcreteProductA : 具體的產品類,由具體的產品工廠創建
適用場景
可以在不必指定產品的具體的情況下,創建多個產品族中的產品對象。
示例
我們還是根據前兩節的示例來進行擴展:
factory.h
#include "product.h"class IFactory { public:enum FactoryType{RECTANGLE,CIRCLE,TRIANGE};IFactory();virtual ~IFactory();virtual IShape * createShape() = 0;virtual IColor * createColor() = 0;static IFactory * createFactor(FactoryType type); };class RectangleFactory : public IFactory { public:RectangleFactory() {}~RectangleFactory();IShape * createShape();IColor * createColor(); }; class CircleFactory : public IFactory { public:CircleFactory() {}~CircleFactory();IShape * createShape();IColor * createColor(); }; class TriangeFactory : public IFactory { public:TriangeFactory() {}~TriangeFactory();IShape * createShape();IColor * createColor(); };factory.cpp
#include "factory.h"IFactory::IFactory() { }IFactory::~IFactory() { }IFactory *IFactory::createFactor(IFactory::FactoryType type) {IFactory * factory = nullptr;switch (type) {case RECTANGLE:factory = new RectangleFactory();break;case CIRCLE:factory = new CircleFactory();break;case TRIANGE:factory = new TriangeFactory();break;default:break;}return factory; }RectangleFactory::~RectangleFactory() { }IShape *RectangleFactory::createShape() {return new Rectangle(); }IColor *RectangleFactory::createColor() {return new RectangleColor(); }CircleFactory::~CircleFactory() { }IShape *CircleFactory::createShape() {return new Circle(); }IColor *CircleFactory::createColor() {return new CircleColor(); }TriangeFactory::~TriangeFactory() { }IShape *TriangeFactory::createShape() {return new Triange(); }IColor *TriangeFactory::createColor() {return new TriangeColor(); }product.h
#include <iostream>using namespace std;class IShape { public:IShape();virtual ~IShape();virtual void draw() = 0; };class IColor { public:IColor();virtual ~IColor();virtual void brush() = 0; };class Rectangle : public IShape { public:Rectangle(){}~Rectangle(){}void draw(); };class Circle : public IShape { public:Circle(){}~Circle(){}void draw(); };class Triange : public IShape { public:Triange(){}~Triange(){}void draw(); };class RectangleColor : public IColor { public:RectangleColor(){}~RectangleColor(){}void brush(); }; class CircleColor : public IColor { public:CircleColor(){}~CircleColor(){}void brush(); }; class TriangeColor : public IColor { public:TriangeColor(){}~TriangeColor(){}void brush(); };product.cpp
#include "product.h"IShape::IShape() { }IShape::~IShape() { }void Triange::draw(){cout << "draw Triange.." << endl; }void Circle::draw(){cout << "draw Circle.." << endl; }void Rectangle::draw(){cout << "draw Rectangle.." << endl; }IColor::IColor() {}IColor::~IColor() {}void RectangleColor::brush() {cout << "Rectangle brush Red.."<< endl; }void CircleColor::brush() {cout << "Circle brush Blue.."<< endl; }void TriangeColor::brush() {cout << "Triange brush green.."<< endl; }main.cpp
#include <iostream> #include "factory.h"using namespace std; #define DELETE(x) {if(x){delete(x);(x) = nullptr;}}int main() {//RectangleIFactory * pFactory = IFactory::createFactor(IFactory::RECTANGLE);IShape * pShape = pFactory->createShape();IColor * pColor = pFactory->createColor();pShape->draw();pColor->brush();DELETE(pFactory);DELETE(pShape);DELETE(pColor);//CirclepFactory = IFactory::createFactor(IFactory::CIRCLE);pShape = pFactory->createShape();pColor = pFactory->createColor();pShape->draw();pColor->brush();DELETE(pFactory);DELETE(pShape);DELETE(pColor);//TriangepFactory = IFactory::createFactor(IFactory::TRIANGE);pShape = pFactory->createShape();pColor = pFactory->createColor();pShape->draw();pColor->brush();DELETE(pFactory);DELETE(pShape);DELETE(pColor);return 0; }從以上代碼可以看到,我們要通過一個靜態函數來創建不同的工廠類型,這用法有點類似簡單工廠模式的用法,原理差不多的,那么在用的時候只需要傳入不同類型就可以創建對應的工廠了,而在每一個具體的工廠中又會對應創建不同的產品出來。
抽象工廠模式的優劣
優點:這種結構封裝了產品的創建,使得不需要知道具體是哪種產品,只需要知道是哪個工廠即可。并且可以支持不同類型的產品,使得模式靈活性更強。然后可以非常容易的就創建工廠中一系列的產品出來。
缺點:代碼結構比較臃腫,初次接觸可能不太容易理解。并且每新增一個產品,所有工廠類都需要添加一個接口,違背了開放-封閉原則,所以該方法通常在產品不會經常變動的情況下使用。
參考資料:《設計模式》
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