設(shè)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(shí)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(diǎn),實(shí)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(shí)例。但簡單工廠方法也有些缺點(diǎn),當(dāng)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(fù)雜,不利于系統(tǒng)的維護(hù),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(wù)邏輯不會太過復(fù)雜。
為了解決上面簡單工廠方法模式的缺點(diǎn),進(jìn)一步抽象出了工廠方法模式,工廠類不再負(fù)責(zé)所有產(chǎn)品的構(gòu)建,每一個具體產(chǎn)品都有一個對應(yīng)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(shí)就是把簡單工廠模式中的工廠類做進(jìn)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(kuò)展性,完全符合開閉原則,當(dāng)新加具體產(chǎn)品時,完全不會對已有系統(tǒng)有任何修改。當(dāng)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?yàn)椴粫档同F(xiàn)有系統(tǒng)的穩(wěn)定性。但是它也有缺點(diǎn),每當(dāng)新加一個產(chǎn)品時,不僅需要新加一個對應(yīng)的產(chǎn)品類,同時還需要新加一個此產(chǎn)品對應(yīng)的工廠,系統(tǒng)的復(fù)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(yīng)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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