設計模式之工廠模式
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工廠模式大體可以分為
●簡單工廠模式
●工廠方法模式
●抽象工廠模式
enum class BallEnum { BasketBall = 1, SocketBall = 2 };class Ball {public:Ball() {}virtual ~Ball() {}virtual void Play() {}};class BasketBall : public Ball {public:void Play() override { std::cout << "play basketball \n"; }};class SocketBall : public Ball {public:void Play() override { std::cout << "play socketball \n"; }};class SimpleFactory {public:static Ball* CreateBall(BallEnum type);};Ball* SimpleFactory::CreateBall(BallEnum type) {switch (type) {case BallEnum::BasketBall:return new BasketBall();case BallEnum::SocketBall:return new SocketBall();}return nullptr;}int main() {Ball* basket = SimpleFactory::CreateBall(BallEnum::BasketBall);basket->Play();Ball* socket = SimpleFactory::CreateBall(BallEnum::SocketBall);socket->Play();return 0;}
在簡單工廠方法中,有一個專門的工廠類,根據(jù)不同的參數(shù)返回不同具體產(chǎn)品類的實例,這些具體產(chǎn)品可以抽象出同一個抽象產(chǎn)品,即有一個共同的父類。 通過上述代碼您可能也看到了簡單工廠方法的優(yōu)點,實現(xiàn)了對象的創(chuàng)建和使用邏輯分離,只需要傳入不同參數(shù),就可以獲得特定具體類的實例。但簡單工廠方法也有些缺點,當增加了新的產(chǎn)品,就需要修改工廠類的創(chuàng)建邏輯,如果產(chǎn)品類型較多,就可能造成工廠類邏輯過于復雜,不利于系統(tǒng)的維護,適用于具體產(chǎn)品類型比較少并且以后基本不會新加類型的場景,這樣工廠類業(yè)務邏輯不會太過復雜。
為了解決上面簡單工廠方法模式的缺點,進一步抽象出了工廠方法模式,工廠類不再負責所有產(chǎn)品的構建,每一個具體產(chǎn)品都有一個對應的工廠,這樣在新加產(chǎn)品時就不會改動已有工廠類的創(chuàng)建邏輯。這些工廠也會抽象出一個抽象工廠??梢岳斫鉃橛兴姆N角色,抽象產(chǎn)品,具體產(chǎn)品,抽象工廠,具體工廠,其實就是把簡單工廠模式中的工廠類做進一步抽象,看代碼吧:
enum class BallEnum { BasketBall = 1, SocketBall = 2 };class Ball {public:Ball() {}virtual ~Ball() {}virtual void Play() {}};class BasketBall : public Ball {public:void Play() override { std::cout << "play basketball \n"; }};class SocketBall : public Ball {public:void Play() override { std::cout << "play socketball \n"; }};class FactoryBase {public:virtual ~FactoryBase() {}virtual Ball* CreateBall() = 0;};class BasketBallFactory : public FactoryBase {public:Ball* CreateBall() override { return new BasketBall(); }};class SocketBallFactory : public FactoryBase {public:Ball* CreateBall() override { return new SocketBall(); }};int main() {FactoryBase* factory;BallEnum ball_type = BallEnum::SocketBall;switch (ball_type) {case BallEnum::BasketBall:factory = new BasketBallFactory();break;case BallEnum::SocketBall:factory = new SocketBallFactory();break;}Ball* ball = factory->CreateBall();ball->Play();return 0;}
工廠模式提高了系統(tǒng)的可擴展性,完全符合開閉原則,當新加具體產(chǎn)品時,完全不會對已有系統(tǒng)有任何修改。當不知道以后會有多少具體產(chǎn)品時可以考慮使用工廠模式,因為不會降低現(xiàn)有系統(tǒng)的穩(wěn)定性。但是它也有缺點,每當新加一個產(chǎn)品時,不僅需要新加一個對應的產(chǎn)品類,同時還需要新加一個此產(chǎn)品對應的工廠,系統(tǒng)的復雜度比較高。怎么解決呢,可以再抽象一下:
在工廠方法中,每一個抽象產(chǎn)品都會有一個抽象工廠,這樣新增一個產(chǎn)品時都會新增兩個類,一個是具體產(chǎn)品類,一個是具體工廠類,我們可以考慮多個抽象產(chǎn)品對應一個抽象工廠,這樣可以有效減少具體工廠類的個數(shù),見如下代碼:
enum class BallEnum { BasketBall = 1, SocketBall = 2 };class Ball {public:Ball() {}virtual ~Ball() {}virtual void Play() {}};class BasketBall : public Ball {public:void Play() override { std::cout << "play basketball \n"; }};class SocketBall : public Ball {public:void Play() override { std::cout << "play socketball \n"; }};class Player {public:Player() {}virtual ~Player() {}virtual void Name() {}};class BasketBallPlayer : public Player {public:void Name() override { std::cout << "BasketBall player \n"; }};class SocketBallPlayer : public Player {public:void Name() override { std::cout << "SocketBall player \n"; }};class FactoryBase {public:virtual ~FactoryBase() {}virtual Ball* CreateBall() = 0;virtual Player* CreatePlayer() = 0;};class BasketBallFactory : public FactoryBase {public:Ball* CreateBall() override { return new BasketBall(); }Player* CreatePlayer() override { return new BasketBallPlayer(); }};class SocketBallFactory : public FactoryBase {public:Ball* CreateBall() override { return new SocketBall(); }Player* CreatePlayer() override { return new SocketBallPlayer(); }};int main() {FactoryBase* factory;BallEnum ball_type = BallEnum::SocketBall;switch (ball_type) {case BallEnum::BasketBall:factory = new BasketBallFactory();break;case BallEnum::SocketBall:factory = new SocketBallFactory();break;}Ball* ball = factory->CreateBall();Player* player = factory->CreatePlayer();ball->Play();player->Name();return 0;}
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