设计模式---创建类型---工厂方法

1、意图
定义一个用于创建对象的接口,让子类决定实例化哪一个类。Factory Method使一个类的实例化延迟到其子类。
2、适用性
在下列情况下可以使用Factory Method模式:
1)当一个类不知道它所必须创建的对象的类的时候。
2)当一个类希望由它的子类来指定它所创建的对象的时候。

3)当类将创建对象的职责委托给多个帮助子类中的某一个,并且你希望将哪一个帮助子类是代理者这一信息局部化的时候。

3、C++实例

// Test.cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include <iostream>
#include <Windows.h>
#include <list>
#include <string>

using namespace std;

enum Direction
{
	North = 0,
	South,
	East,
	West
};


class MapSite
{

public:
	virtual void Enter()=0;
};


class Room: public MapSite
{

public:

	Room( int roomNo )
	{
		_roomNumber = roomNo;
		
	}


	MapSite* GetSide( Direction d ) const
	{
		return _sides[d];
	}

	void SetSide( Direction d, MapSite *m )
	{
		_sides[d] = m;
	}

	virtual void Enter()
	{

	}

private:

	MapSite *_sides[4];

	int _roomNumber;
};


class RoomWithABomb:public Room
{
public:

	RoomWithABomb( int roomNo ): Room( roomNo )
	{
		_roomNumber = roomNo;

	}


	MapSite* GetSide( Direction d ) const
	{
		return _sides[d];
	}

	void SetSide( Direction d, MapSite *m )
	{
		_sides[d] = m;
	}

	virtual void Enter()
	{

	}

	// ......Bomb

private:

	MapSite *_sides[4];

	int _roomNumber;

	// Bomb
};


class Wall: public MapSite
{
	
public:

	Wall()
	{

	}

	virtual void Enter()
	{

	}
};


class BombedWall: public Wall
{

public:

	BombedWall()
	{

	}

	virtual void Enter()
	{

	}

	// ......Bomb
};

class Door:public MapSite
{

public:

	Door( Room* r1 = NULL, Room* r2 = NULL )
	{
		_room1 = r1;
		_room2 = r2;
	}

	virtual void Enter()
	{

	}

	Room* OtherSideFrom( Room *r )
	{
		return NULL;
	}

private:

	Room* _room1;

	Room* _room2;

	bool _isOpen;
};

class Maze
{

public:
	
	Maze()
	{

	}

	void AddRoom( Room *r )
	{
		_room = r;
	}

	Room* RoomNo( int no ) const
	{
		return new Room( no );
	}

private:

	Room *_room;
};


class MazeGame
{

public:

	MazeGame(  )
	{

	}

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

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

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

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



	Maze* CreateMaze( )
	{
		Maze* aMaze = MakeMaze();

		Room *r1 = MakeRoom( 1 );
		Room *r2 = MakeRoom( 2 );

		Door *theDoor = MakeDoor( r1, r2 );

		aMaze->AddRoom( r1 );
		aMaze->AddRoom( r2 );

		r1->SetSide( North, MakeWall() );
		r1->SetSide( East, theDoor );
		r1->SetSide( South, MakeWall() );
		r1->SetSide( West, MakeWall() );

		r2->SetSide( North, MakeWall() );
		r2->SetSide( East, MakeWall() );
		r2->SetSide( South, MakeWall() );
		r2->SetSide( West, theDoor );

		return aMaze;
	}
};

class BombedMazeGame: public MazeGame
{

public:

	BombedMazeGame()
	{

	}

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

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

class EnchantedMazeGame: public MazeGame
{

public:

	EnchantedMazeGame()
	{

	}

	virtual Wall* MakeWall( ) const
	{
		return MazeGame::MakeWall();
	}

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

int _tmain(int argc, _TCHAR* argv[])
{
	BombedMazeGame *bomgame = new BombedMazeGame;
	EnchantedMazeGame *engame = new EnchantedMazeGame;


	Maze* bommaze = bomgame->CreateMaze();
	Maze* enmaze = engame->CreateMaze();

	delete enmaze;
	delete bommaze;
	delete bomgame;
	delete engame;
	
	return 0;
}


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