在工厂模式的例子中,静态成员函数static factory()迫使所有创建对象的操作都集中在一个地方,因此这个地方就是唯一需要修改代码的地方。然而,GoF强调工厂方法模式的理由是,可以使不同类型的工厂派生自基本类型的工厂。工厂方法模式事实上是多态工厂模式的一个特例。
#include <iostream>
#include <map>
#include <string>
#include <vector>
#include <stdexcept>
#include <cstddef>
//#include "../purge.h"
using namespace std;
class Shape {
public:
virtual void draw() = 0;
virtual void erase() = 0;
virtual ~Shape() {}
};
// 具体Shape创建工厂类的基类
class ShapeFactory{
// 私有的,虽不能直接调用,但可以被覆盖,由具体的Shape实现
virtual Shape* create() = 0;
// 用于记录类的名称和该类的创建工厂
static map<string, ShapeFactory*> factories;
public:
virtual ~ShapeFactory() {}
friend class ShapeFactoryInitializer;
class BadShapeCreation : public logic_error {
public:
BadShapeCreation(string type)
: logic_error("Cannot create type " + type) {}
};
// 通过查找map表factories中目标类的创建工厂,
//调用该创建工厂的create()方法创建目标类的对象
static Shape* createShape(const string& id) throw(BadShapeCreation) {
if(factories.find(id) != factories.end())
return factories[id]->create();
else
throw BadShapeCreation(id);
}
};
// Define the static object:
map<string, ShapeFactory*> ShapeFactory::factories;
class Circle : public Shape {
Circle() {} // Private constructor
friend class ShapeFactoryInitializer;
// 当前类的创建工厂,实际上就是为了封装create方法,即“方法对象”
class Factory;
friend class Factory;
class Factory : public ShapeFactory {
public:
// 实现当前对象的创建
Shape* create() { return new Circle; }
// 这一句似乎没多大意义,除非将将Facotry()设为私有
friend class ShapeFactoryInitializer;
};
public:
void draw() { cout << "Circle::draw" << endl; }
void erase() { cout << "Circle::erase" << endl; }
~Circle() { cout << "Circle::~Circle" << endl; }
};
class Square : public Shape {
Square() {} // Private constructor
friend class ShapeFactoryInitializer;
class Factory;
friend class Factory;
class Factory : public ShapeFactory {
public:
Shape* create() { return new Square; }
friend class ShapeFactoryInitializer;
};
public:
void draw() { cout << "Square::draw" << endl; }
void erase() { cout << "Square::erase" << endl; }
~Square() { cout << "Square::~Square" << endl; }
};
// Singleton to initialize the ShapeFactory:
class ShapeFactoryInitializer {
static ShapeFactoryInitializer si;
ShapeFactoryInitializer() {
ShapeFactory::factories["Circle"]= new Circle::Factory;
ShapeFactory::factories["Square"]= new Square::Factory;
}
~ShapeFactoryInitializer() {
map<string, ShapeFactory*>::iterator it =
ShapeFactory::factories.begin();
while(it != ShapeFactory::factories.end())
delete it++->second;
}
};
// Static member definition:
ShapeFactoryInitializer ShapeFactoryInitializer::si;
char* sl[] = { "Circle", "Square", "Square",
"Circle", "Circle", "Circle", "Square" };
int main() {
vector<Shape*> shapes;
try {
for(size_t i = 0; i < sizeof sl / sizeof sl[0]; i++)
shapes.push_back(ShapeFactory::createShape(sl[i]));
} catch(ShapeFactory::BadShapeCreation e) {
cout << e.what() << endl;
return EXIT_FAILURE;
}
for(size_t i = 0; i < shapes.size(); i++) {
shapes[i]->draw();
shapes[i]->erase();
}
//purge(shapes);
}
这时,每个类都用自己的创建工厂Factory创建自己类型的对象,所有的创建工厂都继承自同一个基类ShapeFactory。
当增加一个新类型到这个设计时,必须定义该类型,创建一个工厂并修改ShapeFactoryInitializer,以便将工厂的一个实例插入map中。
选自《C++编程思想》。