工厂设计模式
工厂设计模式:
结构:
意图:
定义一个用于创建对象的接口,让子类决定实例化哪一个类。Factory Method 使一个类的实例化延迟到其子类。
适用性:
- 当一个类不知道它所必须创建的对象的类的时候。
- 当一个类希望由它的子类来指定它所创建的对象的时候。
- 当类将创建对象的职责委托给多个帮助子类中的某一个,并且你希望将哪一个帮助子类是代理者这一信息局部化的时候。
抽象工厂(Creator)角色:是工厂方法模式的核心,与应用程序无关。任何在模式中创建的对象的工厂类必须实现这个接口。
具体工厂(Concrete Creator)角色:这是实现抽象工厂接口的具体工厂类,包含与应用程序密切相关的逻辑,并且受到应用程序调用以创建产品对象。在上图中有两个这样的角色:BulbCreator与TubeCreator。
抽象产品(Product)角色:工厂方法模式所创建的对象的超类型,也就是产品对象的共同父类或共同拥有的接口。在上图中,这个角色是Light。
具体产品(Concrete Product)角色:这个角色实现了抽象产品角色所定义的接口。某具体产品有专门的具体工厂创建,它们之间往往一一对应。
Example:
namespace FactoryMethod_DesignPattern
{
using System;
public interface ILight //抽象产品(Product)角色
{
void TurnOn();
void TurnOff();
void Add();
}
public class BulbLight : ILight
{
public void TurnOn()
{ Console.WriteLine("Bulb Light is Turned on"); }
public void TurnOff()
{ Console.WriteLine("Bulb Light is Turned off"); }
{
using System;
public interface ILight //抽象产品(Product)角色
{
void TurnOn();
void TurnOff();
void Add();
}
public class BulbLight : ILight
{
public void TurnOn()
{ Console.WriteLine("Bulb Light is Turned on"); }
public void TurnOff()
{ Console.WriteLine("Bulb Light is Turned off"); }
public void Add()
{
Console.WriteLine("Add BuldLight");
}
}
public class TubeLight : ILight
{
public void TurnOn()
{ Console.WriteLine("Tube Light is Turned on"); }
public void TurnOff()
{ Console.WriteLine("Tube Light is Turned off"); }
{
Console.WriteLine("Add BuldLight");
}
}
public class TubeLight : ILight
{
public void TurnOn()
{ Console.WriteLine("Tube Light is Turned on"); }
public void TurnOff()
{ Console.WriteLine("Tube Light is Turned off"); }
public void Add()
{
Console.WriteLine("Add TubeLight");
}
}
public abstract class Creator
{
public abstract ILight factory();
}
public class BulbCreator : Creator //具体工厂(Concrete Creator)角色
{
public override ILight factory()
{ return new BulbLight(); }
}
public class TubeCreator : Creator //具体工厂(Concrete Creator)角色
{
public override ILight factory()
{ return new TubeLight(); }
}
{
Console.WriteLine("Add TubeLight");
}
}
public abstract class Creator
{
public abstract ILight factory();
}
public class BulbCreator : Creator //具体工厂(Concrete Creator)角色
{
public override ILight factory()
{ return new BulbLight(); }
}
public class TubeCreator : Creator //具体工厂(Concrete Creator)角色
{
public override ILight factory()
{ return new TubeLight(); }
}
public class MyLoveLightCreator : Creator
{
public override ILight factory()
{
return new MyLoveLight();
}
}
{
public override ILight factory()
{
return new MyLoveLight();
}
}
public class MyLoveLight : ILight
{
public void TurnOn()
{
Console.WriteLine("MyLoveLight is turn on!");
}
{
public void TurnOn()
{
Console.WriteLine("MyLoveLight is turn on!");
}
public void TurnOff()
{
Console.WriteLine("MyLoveLight is turn off!");
}
public void Add()
{
Console.WriteLine("Add MyLoveLight");
}
{
Console.WriteLine("MyLoveLight is turn off!");
}
public void Add()
{
Console.WriteLine("Add MyLoveLight");
}
}
public class Client
{
public static void Main()
{
Creator c1 = new BulbCreator();
Creator c2 = new TubeCreator();
Creator c3 = new MyLoveLightCreator();
public class Client
{
public static void Main()
{
Creator c1 = new BulbCreator();
Creator c2 = new TubeCreator();
Creator c3 = new MyLoveLightCreator();
ILight l1 = c1.factory();
ILight l2 = c2.factory();
ILight l3 = c3.factory();
ILight l2 = c2.factory();
ILight l3 = c3.factory();
l1.TurnOn();
l1.TurnOff();
l1.Add();
Console.WriteLine("-----------------");
l2.TurnOn();
l2.TurnOff();
l2.Add();
l1.TurnOff();
l1.Add();
Console.WriteLine("-----------------");
l2.TurnOn();
l2.TurnOff();
l2.Add();
Console.WriteLine("-----------------");
l3.TurnOn();
l3.TurnOff();
l3.Add();
l3.TurnOff();
l3.Add();
Console.ReadLine();
}
}
}
}
}
活动过程包括:
客户端创建BulbCreator对象,客户端持有此对象的类型是Creator,而实际类型是BulbCreator。然后客户端调用BulbCreator的factory方法,之后BulbCreator调用BulbLight的构造函数创造出产品BulbLight对象