工厂模式(C++)

http://www.cnblogs.com/cxjchen/p/3143633.html


下面就来看代码。首先,要看一下没有进行过优化的代码,这个代码是打算建立一个迷宫(Maze),迷宫的元素是墙、房间、门。它们都是MapSite的子类。同时一个房间有四个方向,有可能是墙也有可能是门。



#include <iostream> 
 
using namespace std; 
 
enum Direction { 
  North, 
  East, 
  South, 
  West, 
}; 
 
class MapSite { 
public: 
  virtual void Enter() = 0; 
}; 
 
class Room : public MapSite { 
public: 
  Room(int roomNo):_roomNumber(roomNo) {}; 
   
  MapSite *GetSide(Direction) const; 
 
  virtual void SetSide(Direction direction, MapSite *) { 
    cout << "Set the " 
         << _roomNumber 
         << " room " 
         << direction 
         << " side." 
         << endl; 
  }; 
 
  int GetRoomNo() { 
    return _roomNumber; 
  }; 
 
  virtual void Enter() { 
    cout << "Enter the Room." << endl; 
  }; 
   
private: 
  MapSite *_sides[4]; 
  int _roomNumber; 
}; 
 
class Wall : public MapSite { 
public: 
  Wall() {}; 
 
  virtual void Enter() { 
    cout << "Enter the wall." << endl; 
  }; 
 
}; 
 
class Door : public MapSite { 
public: 
  Door(Room* = 0, Room* = 0) {}; 
   
  virtual void Enter() { 
    cout << "Enter the door." << endl; 
  }; 
  Room *OtherSideFrom(Room*) {}; 
 
private: 
  Room *_room1; 
  Room *_room2; 
  bool _isOpen; 
}; 
 
class Maze { 
public: 
  Maze() {}; 
 
  void AddRoom(Room* room) { 
    cout << "Add the room" << room->GetRoomNo() << "." << endl; 
  }; 
  Room* RoomNo(int) const{}; 
}; 
 
 
class MazeGame { 
public: 
  Maze *CreateMaze(); 
}; 
 
Maze* MazeGame::CreateMaze() { 
  Maze* aMaze = new Maze; 
  Room* r1 = new Room(1); 
  Room* r2 = new Room(2); 
  Door* theDoor = new Door(r1, r2); 
   
  aMaze->AddRoom(r1); 
  aMaze->AddRoom(r2); 
   
  r1->SetSide(North, new Wall); 
  r1->SetSide(East, theDoor); 
  r1->SetSide(South, new Wall); 
  r1->SetSide(West, new Wall); 
   
  r2->SetSide(North, new Wall); 
  r2->SetSide(East, new Wall); 
  r2->SetSide(South, new Wall); 
  r2->SetSide(West, theDoor); 
   
  return aMaze; 
} 
 
int main() { 
  MazeGame mygame; 
  mygame.CreateMaze(); 
  return 0; 
}
这个源码就是普通的实现方式。按照工厂模式进行修改之后的代码如下:
#include <iostream> 
 
using namespace std; 
 
enum Direction { 
  North, 
  East, 
  South, 
  West, 
}; 
 
class MapSite { 
public: 
  virtual void Enter() = 0; 
}; 
 
class Room : public MapSite { 
public: 
  Room(int roomNo):_roomNumber(roomNo) {}; 
   
  MapSite *GetSide(Direction) const; 
 
  virtual void SetSide(Direction direction, MapSite *) { 
    cout << "Set the " 
         << _roomNumber 
         << " room " 
         << direction 
         << " side." 
         << endl; 
  }; 
 
  int GetRoomNo() { 
    return _roomNumber; 
  }; 
 
  virtual void Enter() { 
    cout << "Enter the Room." << endl; 
  }; 
   
private: 
  MapSite *_sides[4]; 
  int _roomNumber; 
}; 
 
class Wall : public MapSite { 
public: 
  Wall() {}; 
 
  virtual void Enter() { 
    cout << "Enter the wall." << endl; 
  }; 
 
}; 
 
class Door : public MapSite { 
public: 
  Door(Room* = 0, Room* = 0) {}; 
   
  virtual void Enter() { 
    cout << "Enter the door." << endl; 
  }; 
  Room *OtherSideFrom(Room*) {}; 
 
private: 
  Room *_room1; 
  Room *_room2; 
  bool _isOpen; 
}; 
 
class Maze { 
public: 
  Maze() {}; 
 
  void AddRoom(Room* room) { 
    cout << "Add the room" << room->GetRoomNo() << "." << endl; 
  }; 
  Room* RoomNo(int) const{}; 
}; 
 
class MazeFactory { 
public: 
  MazeFactory() {}; 
 
  virtual Maze* MakeMaze() const { 
    return new Maze; 
  }; 
 
  virtual Wall* MakeWall() const { 
    return new Wall; 
  }; 
 
  virtual Room* MakeRoom(int n) const { 
    return new Room(n); 
  }; 
 
  virtual Door* MakeDoor(Room* r1, Room* r2) const { 
    return new Door(r1, r2); 
  }; 
}; 
 
class MazeGame { 
public: 
Maze* CreateMaze(MazeFactory &factory) { 
  Maze* aMaze = factory.MakeMaze(); 
  Room* r1 = factory.MakeRoom(1); 
  Room* r2 = factory.MakeRoom(2); 
  Door* theDoor = factory.MakeDoor(r1, r2); 
   
  aMaze->AddRoom(r1); 
  aMaze->AddRoom(r2); 
   
  r1->SetSide(North, factory.MakeWall()); 
  r1->SetSide(East, theDoor); 
  r1->SetSide(South, factory.MakeWall()); 
  r1->SetSide(West, factory.MakeWall()); 
   
  r2->SetSide(North, factory.MakeWall()); 
  r2->SetSide(East, factory.MakeWall()); 
  r2->SetSide(South, factory.MakeWall()); 
  r2->SetSide(West, theDoor); 
   
  return aMaze; 
}; 
}; 
 
int main() { 
  MazeGame mygame; 
  MazeFactory factory; 
  mygame.CreateMaze(factory); 
  return 0; 
}
对比这两个源码就会发现,实现的功能是完全相同的,只不过第二种实现采用了工厂模式。设计模式既然好,肯定有它的好处,那我们接下来看看,如果是对这个程序进行扩展,要修改迷宫为房间里可以有炸弹的迷宫的时候,我们在采用了工厂模式之后,需要进行哪些修改。
#include <iostream>

using namespace std;

enum Direction {
  North,
  East,
  South,
  West,
};

class MapSite {
public:
  virtual void Enter() = 0;
};

class Room : public MapSite {
public:
  Room(int roomNo):_roomNumber(roomNo) {};
  
  MapSite *GetSide(Direction) const;

  virtual void SetSide(Direction direction, MapSite *) {
    cout << "Set the "
         << _roomNumber
         << " room "
         << direction
         << " side."
         << endl;
  };

  int GetRoomNo() {
    return _roomNumber;
  };

  virtual void Enter() {
    cout << "Enter the Room." << endl;
  };
  
private:
  MapSite *_sides[4];
  int _roomNumber;
};

class BombRoom : public Room {
public:
  BombRoom(int num):Room(num) {
    _roomNum = num;
  };
  virtual void SetSide(Direction direction, MapSite *) {
    cout << "Set the "
         << _roomNum
         << " bomb room "
         << direction
         << " side."
         << endl;
  };
private:
  int _roomNum;
};

class Wall : public MapSite {
public:
  Wall() {};

  virtual void Enter() {
    cout << "Enter the wall." << endl;
  };

};

class Door : public MapSite {
public:
  Door(Room* = 0, Room* = 0) {};
  
  virtual void Enter() {
    cout << "Enter the door." << endl;
  };
  Room *OtherSideFrom(Room*) {};

private:
  Room *_room1;
  Room *_room2;
  bool _isOpen;
};

class Maze {
public:
  Maze() {};

  void AddRoom(Room* room) {
    cout << "Add the room" << room->GetRoomNo() << "." << endl;
  };
  Room* RoomNo(int) const{};
};

class MazeFactory {
public:
  MazeFactory() {};

  virtual Maze* MakeMaze() const {
    return new Maze;
  };

  virtual Wall* MakeWall() const {
    return new Wall;
  };

  virtual Room* MakeRoom(int n) const {
    return new Room(n);
  };

  virtual Door* MakeDoor(Room* r1, Room* r2) const {
    return new Door(r1, r2);
  };
};

class BombMazeFactory : public MazeFactory {
public:
  virtual Room* MakeRoom(int n) const {
    return new BombRoom(n);
  };
};

class MazeGame {
public:
Maze* CreateMaze(MazeFactory &factory) {
  Maze* aMaze = factory.MakeMaze();
  Room* r1 = factory.MakeRoom(1);
  Room* r2 = factory.MakeRoom(2);
  Door* theDoor = factory.MakeDoor(r1, r2);
  
  aMaze->AddRoom(r1);
  aMaze->AddRoom(r2);
  
  r1->SetSide(North, factory.MakeWall());
  r1->SetSide(East, theDoor);
  r1->SetSide(South, factory.MakeWall());
  r1->SetSide(West, factory.MakeWall());
  
  r2->SetSide(North, factory.MakeWall());
  r2->SetSide(East, factory.MakeWall());
  r2->SetSide(South, factory.MakeWall());
  r2->SetSide(West, theDoor);
  
  return aMaze;
};
};

int main() {
  MazeGame mygame;
//  MazeFactory factory;
  BombMazeFactory factory;
  mygame.CreateMaze(factory);
  return 0;
}
可以看出改动量很小,而且可以随时把代码改回原来的生成普通迷宫的情况。


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