[设计模式]两种方法实现简单工厂模式

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1.描述

在项目开发中经常会遇到根据不同的条件创建不同的对象,然后对该对象进行操作,一般都包括许多的switch -case分支如下:
CBase* pBase(NULL);
switch (type_variable)
{
    case obj1: pBase = new CBaseDerivate1();break;
    case obj2: pBase = new CBaseDerivate2();break;

    ...

    case objN: pBase = new CBaseDerivateN();break;
}

或者形如下面的情况:
CBase* pBase(NULL);

if (!strcmp(string_for_type, "Type1")) pBase = new CBaseDerivate1();
else if (!strcmp(string_for_type, "Type2")) pBase = new CBaseDerivate2();
    ...
else if (!strcmp(string_for_type, "TypeN")) pBase = new CBaseDerivateN();
上面两中创建对象的方法使用起来很繁琐,并且当对象的数量增加时,维护起来很麻烦,下面介绍简单工厂模式来解决该问,采用两种方法实现,一种是采用注册函数指针,另外一种采用模板参数。

2.两种方法实现简单工厂模式

例子:假设有一个动物类,需要根据不同的条件创建不同的动物

 方法一:采用注册函数指针的方式

      1.定义抽象动物类
      
class IAnimal
{
public:
    virtual int GetNumberOfLegs() const = 0;
    virtual void Speak() = 0;
    virtual void Free() = 0;
}; 
2.定义具体的动物实例
// IAnimal implementations
class Cat : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “Meow” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Cat(); }
};

class Dog : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “Woof” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Dog(); }
};

class Spider : public IAnimal // Yeah it isn’t really an animal…
{
public:
    int GetNumberOfLegs() const { return 8; }
    void Speak() { cout << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Spider(); }
};

class Horse : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “A horse is a horse, of course, of course.” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Horse(); }
};

3.定义工厂
  定义创建对象函数指针:
typedef IAnimal* (__stdcall *CreateAnimalFn)(void); 
// Factory for creating instances of IAnimal
class AnimalFactory
{
private:
    AnimalFactory();
    AnimalFactory(const AnimalFactory &) { }
    AnimalFactory &operator=(const AnimalFactory &) { return *this; }

    typedef map FactoryMap;
    FactoryMap m_FactoryMap;
public:
    ~AnimalFactory() { m_FactoryMap.clear(); }

    static AnimalFactory *Get()
    {
        static AnimalFactory instance;
        return &instance;
    }

    void Register(const string &animalName, CreateAnimalFn pfnCreate);
    IAnimal *CreateAnimal(const string &animalName);
};
构造函数进行具体创建函数的注册
/* Animal factory constructor.
Register the types of animals here.
*/
AnimalFactory::AnimalFactory()
{
    Register(“Horse”, &Horse::Create);
    Register(“Cat”, &Cat::Create);
    Register(“Dog”, &Dog::Create);
    Register(“Spider”, &Spider::Create);
}

注册函数:
void AnimalFactory::Register(const string &animalName, CreateAnimalFn pfnCreate)
{
    m_FactoryMap[animalName] = pfnCreate;
}

创建实例接口:
IAnimal *AnimalFactory::CreateAnimal(const string &animalName)
{
    FactoryMap::iterator it = m_FactoryMap.find(animalName);
    if( it != m_FactoryMap.end() )
    return it->second();
    return NULL;
}

客户端使用方法:
int main( int argc, char **argv )
{
    IAnimal *pAnimal = NULL;
    string animalName;

    while( pAnimal == NULL )
    {
        cout << “Type the name of an animal or ‘q’ to quit: “;
        cin >> animalName;

        if( animalName == “q” )
        break;

        IAnimal *pAnimal = AnimalFactory::Get()->CreateAnimal(animalName);
        if( pAnimal )
        {
            cout << “Your animal has ” << pAnimal->GetNumberOfLegs() << ” legs.” << endl;
            cout << “Your animal says: “;
            pAnimal->Speak();
        }
        else
        {
            cout << “That animal doesn’t exist in the farm! Choose another!” << endl;
        }
        if( pAnimal )
            pAnimal->Free();
        pAnimal = NULL;
        animalName.clear();
    }
    return 0;
}

 方法二:采用模板参数的方式

   方法一需要每个子类都写一个创建实例的函数create,存在大量重复,同时,各个实例需要继承同一个父类,同时该方法比较容易理解。
  下面采用模板参数的方法。

   1.首先定义如下两个模板类

template <class BT>
class FactoryPlant
   {
   public:
      FactoryPlant() {}
      virtual ~FactoryPlant() {}
      virtual BT *createInstance() = 0;
   };

template <class BT,class ST>
class Factory : public FactoryPlant<BT>
   {
   public:
      Factory() {}
      virtual ~Factory() {}
      virtual BT *createInstance() {return new ST;}
   };

FactoryPlant为实际工厂类,Factory类有两个参数,一个是抽象基类BT,另一个是待实例化的类ST。 FactoryPlant 包含创建实例的纯虚函数createInstance,子类Factory实现该方法。

2.创建具体子类
 //抽象动物接口
class IAnimal
{
public:
	virtual int GetNumberOfLegs() const = 0;
	virtual void Speak() = 0;
	virtual void Free() = 0;
	typedef FactoryPlant<IAnimal> SimpleBaseClassFactory;
};

class Cat : public IAnimal
{
public:
	int GetNumberOfLegs() const { return 4; }
	void Speak() { cout << "Meow" << endl; }
	void Free() { delete this; }
    static Factory<IAnimal,Cat> myFactory;
};
Factory<IAnimal,Cat> Cat::myFactory;

class Dog : public IAnimal
{
public:
	int GetNumberOfLegs() const { return 4; }
	void Speak() { cout << "Woof" << endl; }
	void Free() { delete this; }
	static Factory<IAnimal,Dog> myFactory;
};
Factory<IAnimal,Dog> Dog::myFactory;

class Spider : public IAnimal // 
{
public:
	int GetNumberOfLegs() const { return 8; }
	void Speak() { }
	void Free() { delete this; }
	static Factory<IAnimal,Spider> myFactory;
};
Factory<IAnimal,Spider> Spider::myFactory;

class Horse : public  IAnimal
{
public:
	int GetNumberOfLegs() const { return 4; }
	void Speak() { cout << "A horse is a horse, of course, of course." << endl; }
	void Free() { delete this; }

	static Factory<IAnimal,Horse> myFactory;
};
Factory<IAnimal,Horse> Horse::myFactory;
 上面不是采用函数指针,而是每个子类采用一个静态的factory实例,由于是静态的成员,需要在类外面进行定义,否则编译将会出现 unresolved externals的错误。

3.创建函数
IAnimal *CreateAnimal(std::map<string,IAnimal::SimpleBaseClassFactory *> &factories,const string &animalName)
{
	return  factories[animalName]->createInstance();
}
4.客户端使用
void main()
{

	IAnimal  *pAnimal    = NULL;
	//Register 
	std::map<string,IAnimal::SimpleBaseClassFactory *>  factories;
	factories["Cat"] = &Cat::myFactory;
	factories["Dog"] = &Dog::myFactory;
	factories["Spider"] = &Spider::myFactory;
	factories["Horse"] = &Horse::myFactory;

	string animalName;
	while( pAnimal == NULL )
	{
		cout << "Type the name of an animal or 'q' to quit: ";
		cin >> animalName;

		if( animalName == "q" )
			break;

		IAnimal *pAnimal = CreateAnimal(factories,animalName);
		if( pAnimal )
		{
			cout << "Your animal has " << pAnimal->GetNumberOfLegs() << " legs." << endl;
			cout << "Your animal says: ";
			pAnimal->Speak();
		}
		else
		{
			cout << "That animal doesn't exist in the farm! Choose another!" << endl;
		}
		if( pAnimal )
			pAnimal->Free();
		pAnimal = NULL;
		animalName.clear();
	}

上面的map的创建是在主函数中,在比较复杂的场景中,可以在一个单例中创建该map,如果需要添加实例化其他的类,只需要将该类的factory添加到map中即可。








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