简介
工厂方法,通常又被称作虚构造函数,给一个ID,就可以产出一个对象。
了解设计模式的人都知道这样一份臭名昭著的实现:
// --------------------------------------------------------------------------------
// Shape.h
enum ShapeType {
ShapeType_Line,
ShapeType_Triangle,
};
class Shape {
public:
virtual ~Shape() {}
virtual void Draw() = 0;
static Shape* Create( ShapeType shapeType );
};
// -------------------------------------------------------------------------------
// Shape.cpp
#include "Line.h"
#include "Triangle.h"
Shape* Shape::Create( ShapeType shapeType ) {
switch (shapeType) {
case ShapeType_Line:
return new Line;
case ShapeType_Triangle:
return new Triangle;
default:
return NULL;
}
}
缺点
一个显著的缺点是新类型难于扩展:
如果新增了一个类型Rectangle,就要改动
1. Shape.h - 在enum里加一个类型ID
2. Shape.cpp - 增加一个头文件#include,增加一个switch case分支
对于Shape.h的改动的影响面可能超乎你的想象:
1. 所有派生于Shape的类实现,因为包含到Shape.h,将不得不重新编译
2. 所有Shape类的用户同样也得重新编译
另外这种做法无法封装成库,因为不可能因为用户新增了类型而去修改lib文件。
所以要具备可扩展性,用户新增的类型就不能影响Shape.h和Shape.cpp。要怎做呢?
Loki库给了很好的展示,基本做法像下面这样:
解决方案
// --------------------------------------------------------------------------------
// Shape.h
typedef const char* ShapeType;
typedef Shape* (*Creator)();
class Shape {
public:
virtual ~Shape() {}
virtual void Draw() = 0;
};
class ShapeFactory {
public:
static ShapeFactory& Instance() {
static ShapeFactory instance;
return instance;
}
Shape* Create(ShapeType shapeType); bool RegisterShape(ShapeType shapeType, Creator creator);private: ShapeFactory() {} Map shapeCreators;};// --------------------------------------------------------------------------------// Shape.cppShape* ShapeFactory::Create(ShapeType shapeType) { Creator creator = shapeCreators.Find( shapeType ); if ( creator == NULL ) { return NULL; } return creator();}bool RegisterShape(ShapeType shapeType, Creator creator ) { Creator creator = shapeCreators.Find( shapeType ); if ( creator == NULL ) { shapeCreators.Insert( shapeType, creator ); return true; } return false;}// --------------------------------------------------------------------------------// Line.cppnamespace { Shape* Create() { return new Line; } const bool RegisterShape__ = ShapeFactory::Instance().RegisterShape("Line", Create);} // --------------------------------------------------------------------------------// Triangle.cppnamespace { Shape* Create() { return new Triangle; } const bool RegisterShape__ = ShapeFactory::Instance().RegisterShape( "Triangle", Create );}如果增加新类,只需在新类里增加类似上面这段就行了。可以把这断代码做成宏放在Shape.h里面。
#define REGISTER_SHAPE( className ) \namespace { \ Shape* Create() { return new className; } \ const bool RegisterShape__ = ShapeFactory::Instance().RegisterShape( #className, Create );\}细节讨论1. 关于ID
a)可以采用任何你喜欢的类型做为ID,但必须保证其唯一性。字符串通常是个不错的选择(如果你用整数,那么最好用GUID生成器产生,因为你并不知道其他子类的ID是什么)。
b)采用const char*作为ID,有一定的风险:如果你的类打算从文件中序列化产生,那么序列化出来的字符串并不位于全局静态存储区,直接对其做 == 操作会产生错误。解决方案是使用string替代const char*。
2. ShapeFactory是个单件,关于单件的详细讨论,可以参考:
单件和仿单件的6种做法3. 创建函数typedef Shape* (*Creator)();
此乃上述做法之关键:首先将ID映射为创建函数,再由此函数产生对象。将函数保存起来并于稍后调用,这也是Command模式之核心观念。(《C++设计新思维》p100)
一些替代的方案可供考虑:
a)传统方案,用函数对象代替函数指针:
struct Creator { Shape* operator() { return new Line; } } b)使用模板以避免创建子类(详见《设计模式》p74-75):
struct Creator { virtual Shape* Create() = 0; }template struct StdCreator : public Creator { virtual Shape* Create() { return T; }}与Loki同行如果你的工程使用Loki,那么一切都简单了,像下面这样:
// ----------------------------------------------------------------------------------------------------------------------------------// Shape.h#ifndef Shape_H_INCLUDED_#define Shape_H_INCLUDED_#include #include #include class Shape {public: virtual ~Shape() {} virtual void Draw() = 0;};typedef Loki::SingletonHolder< Loki::Factory< Shape, std::string > > ShapeFactory;#define REGISTER_SHAPE( className ) \namespace { \ Shape* Create() { return new className; } \ const bool RegisterShape__ = ShapeFactory::Instance().Register( #className, Create ); \}#endif // Shape_H_INCLUDED_// ----------------------------------------------------------------------------------------------------------------------------------// Line.h#ifndef Line_H_INCLUDED_#define Line_H_INCLUDED_#include "Shape.h"class Line : public Shape {public: virtual void Draw();};#endif // Line_H_INCLUDED_// ----------------------------------------------------------------------------------------------------------------------------------// Line.cpp#include #include "Line.h"REGISTER_SHAPE( Line )void Line::Draw() { std::cout << "Line::Draw()" << std::endl;}// ----------------------------------------------------------------------------------------------------------------------------------// main.cpp#include "Shape.h"int main() { Shape* line = ShapeFactory::Instance().CreateObject( "Line" ); line->Draw(); delete line; return 0;}
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