DesignPatterns_Facade

///
// Facade pattern:
// - Provide a unified interface to a set of interfaces in a subsystem.
//   Facade defines a higher-level interface that makes the subsystem 
//   easier to use.
//
// Author     : ZAsia
// Date       : 15/05/11
// Warning    : In practice, declaration and implementation should
//              be separated(.h and .cpp).
///
#include 
   
   
    
    
using namespace std;

// subsystem classes
// - implement subsystem functionality.
// - handle work assigned by the Facade object
// - have no knowledge of the facade; that is, they keep on reference to it.
class SubsystemA
{
public:
	void OperationA() 
	{ 
		cout << "SubsystemA::OperationA..." << endl; 
	}
};

class SubsystemB
{
public:
	void OperationB()
	{
		cout << "SubsystemB::OperationB..." << endl;
	}
};

class SubsystemC
{
public:
	void OperationC()
	{
		cout << "SubsystemC::OperationC..." << endl;
	}
};

// Facade
// - knows which subsystem classes are responsible for a quest
// - delegates client requests to appropriate subsystem objects.
class Facade
{
public:
	Facade() : _subsystemA(new SubsystemA), 
		_subsystemB(new SubsystemB), 
		_subsystemC(new SubsystemC) { }

	~Facade()
	{
		delete _subsystemA; _subsystemA = nullptr;
		delete _subsystemB; _subsystemB = nullptr;
		delete _subsystemC; _subsystemC = nullptr;
	}

	void Operation()
	{
		_subsystemA->OperationA();
		_subsystemB->OperationB();
		_subsystemC->OperationC();
	}
private:
	SubsystemA *_subsystemA;
	SubsystemB *_subsystemB;
	SubsystemC *_subsystemC;
};

// Collaborations
// - Client communicate with the subsystem by sending request to Facade,
//   which forwards them to the appropriate subsystem object(s). Although
//   the subsystem objects perform the actual work, the facade may have to
//   do work if its own to translate its interface to subsystem interfaces.
// - Client that use the facade don't have to access its subsystem object
//   directly.
int main()
{
	Facade *pFacadeObj = new Facade();
	pFacadeObj->Operation();

	return 0;
}

   
   
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