方法总结
工厂方法 :它是一个方法(或以地道的Python术语来说,是一个函数),对不同的输入参数返回不同的对象
抽象工厂:它是一组用于创建一系列相关事物对象的工厂方法
工厂方法 :
code:针对不同数据格式的文件来返回不同的对象
import xml.etree.ElementTree as etree
import json
class JSONConnector:
def __init__(self, filepath):
self.data = dict()
with open(filepath, mode='r', encoding='utf-8') as f:
self.data = json.load(f)
@property
def parsed_data(self):
return self.data
class XMLConnector:
def __init__(self, filepath):
self.tree = etree.parse(filepath)
@property
def parsed_data(self):
return self.tree
def connection_factory(filepath):
if filepath.endswith('json'):
connector = JSONConnector
elif filepath.endswith('xml'):
connector = XMLConnector
else:
raise ValueError('Cannot connect to {}'.format(filepath))
return connector(filepath)
def connect_to(filepath):
factory = None
try:
factory = connection_factory(filepath)
except ValueError as ve:
print(ve)
return factory
def main():
sqlite_factory = connect_to('data/person.sq3')
print()
xml_factory = connect_to('data/person.xml')
xml_data = xml_factory.parsed_data
liars = xml_data.findall(".//{}[{}='{}']".format('person',
'lastName', 'Liar'))
print('found: {} persons'.format(len(liars)))
for liar in liars:
print('first name: {}'.format(liar.find('firstName').text))
print('last name: {}'.format(liar.find('lastName').text))
[print('phone number ({})'.format(p.attrib['type']),
p.text) for p in liar.find('phoneNumbers')]
print()
json_factory = connect_to('data/donut.json')
json_data = json_factory.parsed_data
print('found: {} donuts'.format(len(json_data)))
for donut in json_data:
print('name: {}'.format(donut['name']))
print('price: ${}'.format(donut['ppu']))
[print('topping: {} {}'.format(t['id'], t['type'])) for t in donut['topping']]
if __name__ == '__main__':
main()
抽象工厂 :
这里采用一个游戏的例子,不同年龄端不同的游戏,并且不同游戏有不同的角色和动作
code:
class Frog:
def __init__(self, name):
self.name = name
def __str__(self):
return self.name
def interact_with(self, obstacle):
print('{} the Frog encounters {} and {}!'.format(self,
obstacle, obstacle.action()))
class Bug:
def __str__(self):
return 'a bug'
def action(self):
return 'eats it'
class FrogWorld:
def __init__(self, name):
print(self)
self.player_name = name
def __str__(self):
return '\n\n\t------ Frog World ———'
def make_character(self):
return Frog(self.player_name)
def make_obstacle(self):
return Bug()
class Wizard:
def __init__(self, name):
self.name = name
def __str__(self):
return self.name
def interact_with(self, obstacle):
print('{} the Wizard battles against {} and {}!'.format(self, obstacle, obstacle.action()))
class Ork:
def __str__(self):
return 'an evil ork'
def action(self):
return 'kills it'
class WizardWorld:
def __init__(self, name):
print(self)
self.player_name = name
def __str__(self):
return '\n\n\t------ Wizard World ———'
def make_character(self):
return Wizard(self.player_name)
def make_obstacle(self):
return Ork()
class GameEnvironment:
def __init__(self, factory):
self.hero = factory.make_character()
self.obstacle = factory.make_obstacle()
def play(self):
self.hero.interact_with(self.obstacle)
def validate_age(name):
try:
age = input('Welcome {}. How old are you? '.format(name))
age = int(age)
except ValueError as err:
print("Age {} is invalid, please try \
again…".format(age))
return (False, age)
return (True, age)
def main():
name = input("Hello. What's your name? ")
valid_input = False
while not valid_input:
valid_input, age = validate_age(name)
game = FrogWorld if age < 18 else WizardWorld
environment = GameEnvironment(game(name))
environment.play()
if __name__ == '__main__':
main()
总结:
两种模式都可以用于以下几种
场景
:
:
:
(
a
)
(a)
(a)想要追踪对象的创建时,
(
b
)
(b)
(b)想要将对象的创建与使用解耦时,
(
c
)
(c)
(c)想要优化应用的性能和资源占用时
工厂方法:
设计模式的实现是一个不属于任何类的单一函数,负责单一种类对象(一个形状、一个连接点或者其他对象)的创建
抽象工厂:
设计模式的实现是同属于单个类的许多个工厂方法用于创建一系列种类的相关对象(一辆车的部件、一个游戏的环境,或者其他对象)