FACTORY METHOD. Design Pattern Space Purpose ScopeCreationalStructuralBehavioral ClassFactory...
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Transcript of FACTORY METHOD. Design Pattern Space Purpose ScopeCreationalStructuralBehavioral ClassFactory...
FACTORY METHOD
Design Pattern SpacePurpose
Scope Creational Structural Behavioral
Class Factory Method Adapter InterpreterTemplate Method
Object Abstract factoryBuilderPrototypeSingleton
AdapterBridgeCompositeFacadeFlyweightProxy
Chain of ResponsibilityCommandIteratorMediatorMementoStateStrategyVisitor
Observer
Intent
Define an interface for creating an object, but let subclasses decide which class to instantiate
Like other creational patterns, it deals with the problem of creating objects (products) without specifying the exact class of object that will be created
More generally, the term Factory Method is often used to refer to any method whose main purpose is to create objects
Problem
A framework needs to standardize the architectural model for a range of applications, but allow for individual applications to define their own domain objects and provide for their instantiation.
Applicability
The factory pattern can be used when: The creation of an object makes reuse
impossible without significant duplication of code.
The creation of an object requires access to information or resources that should not be contained within the composing class.
The lifetime management of the generated objects must be centralized to ensure a consistent behavior within the application.
Structure
Example: Maze Game
Maze Class Version 1 Now a maze game has to make a maze, so we might
have something like:class MazeGame { public Maze 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; } }
Problem How do we make Other Mazes?
SolutionIdea 1 - Subclass MazeGame, override createMaze
class BombedMazeGame extends MazeGame {
public Maze createMaze() {
Maze aMaze = new Maze();
Room r1 = new RoomWithABomb( 1 );
Room r2 = new RoomWithABomb( 2 );
Door theDoor = new Door( r1, r2);
aMaze.addRoom( r1 ); aMaze.addRoom( r2 );
r1.setSide( North, new BombedWall() );
r1.setSide( East, theDoor );
r1.setSide( South, new BombedWall() );
r1.setSide( West, new BombedWall() );
…
Note the amount of cut and paste!
How do we make Other Mazes?Idea 2 - Factory Methodclass MazeGame {
public Maze makeMaze() { return new Maze(); }
public Room makeRoom(int n ) { return new Room( n ); }
public Wall makeWall() { return new Wall(); }
public Door makeDoor(Room r1, Room r2) { return new Door(r1, r2); }
public 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;
}
}
Now subclass MazeGame override make methods
CreateMaze method stays the sameclass BombedMazeGame extends MazeGame {
public Room makeRoom(int n ) {
return new RoomWithABomb( n );
}
public Wall makeWall() {
return new BombedWall();
}
Implementation
Two major varieties Creator class is an abstract class:
Does not provide default implementation of factory methodsabstract class MazeGame {
public Maze makeMaze();
public Room makeRoom(int n );
public Wall makeWall();
public Door makeDoor();
Creator is a concrete class Provides a default implementation for the
factory methodclass MazeGame { public Maze makeMaze() { return new Maze(); } public Room makeRoom(int n ) { return new Room( n ); } public Wall makeWall() { return new Wall(); } public Door makeDoor(Room r1, Room r2) { return new Door(r1,
r2); }
"Create objects in a separate operation so that subclasses can override the way they're created"
Another Example
Another Example
interface IIceCream {
string Functionality();
}
class ChocolateIceCream : IIceCream {
public string Functionality() {
return "Chocolate Ice cream"; }
}
class VanillaIceCream : IIceCream {
public string Functionality() {
return "Vanilla Ice cream"; }
}
class StrawberryIceCream : IIceCream {
public string Functionality() {
return "Strawberry Ice cream"; }
}
/* client */
static class Factory {
/// This is the Factory method ///
public static IIceCream Get(int id) {
switch (id) {
case 0: return new ChocolateIceCream(); case 1: return new VanillaIceCream();
case 2: return new StrawberryIceCream();
default: return null; } }
}
Consequences
Benefits More flexible and reusable code by the elimination
of instantiation of application-specific classes Deals only with interface of Product class and can
work with any ConcreteProduct class that supports this interface
Implementation Issues Should the factory method be able to create
multiple kinds of products? If so, then the factory method has a parameter (possibly used in an if-else!) to decide what object to create.