多态工厂模式

在工厂模式的例子中,静态成员函数static factory()迫使所有创建对象的操作都集中在一个地方,因此这个地方就是唯一需要修改代码的地方。然而,GoF强调工厂方法模式的理由是,可以使不同类型的工厂派生自基本类型的工厂。工厂方法模式事实上是多态工厂模式的一个特例。

#include <iostream>
#include <map>
#include <string>
#include <vector>
#include <stdexcept>
#include <cstddef>
//#include "../purge.h"
using namespace std;

class Shape {
public:
	virtual void draw() = 0;
	virtual void erase() = 0;
	virtual ~Shape() {}
};

// 具体Shape创建工厂类的基类
class ShapeFactory{
	// 私有的,虽不能直接调用,但可以被覆盖,由具体的Shape实现
	virtual Shape* create() = 0;
	// 用于记录类的名称和该类的创建工厂
	static map<string, ShapeFactory*> factories;
public:
	virtual ~ShapeFactory() {}
	friend class ShapeFactoryInitializer;
	class BadShapeCreation : public logic_error {
	public:
		BadShapeCreation(string type)
			: logic_error("Cannot create type " + type) {}
	};
	// 通过查找map表factories中目标类的创建工厂,
		//调用该创建工厂的create()方法创建目标类的对象
	static Shape* createShape(const string& id) throw(BadShapeCreation) {
		if(factories.find(id) != factories.end())
			return factories[id]->create();
		else
			throw BadShapeCreation(id);
	}
};

// Define the static object:
map<string, ShapeFactory*> ShapeFactory::factories;

class Circle : public Shape {
	Circle() {} // Private constructor
	friend class ShapeFactoryInitializer;
	// 当前类的创建工厂,实际上就是为了封装create方法,即“方法对象”
	class Factory;
	friend class Factory;
	class Factory : public ShapeFactory {
	public:
		// 实现当前对象的创建
		Shape* create() { return new Circle; }
		// 这一句似乎没多大意义,除非将将Facotry()设为私有
		friend class ShapeFactoryInitializer;
	};
public:
	void draw() { cout << "Circle::draw" << endl; }
	void erase() { cout << "Circle::erase" << endl; }
	~Circle() { cout << "Circle::~Circle" << endl; }
};

class Square : public Shape {
	Square() {} // Private constructor
	friend class ShapeFactoryInitializer;
	class Factory;
	friend class Factory;
	class Factory : public ShapeFactory {
	public:
		Shape* create() { return new Square; }
		friend class ShapeFactoryInitializer;
	};
public:
	void draw() { cout << "Square::draw" << endl; }
	void erase() { cout << "Square::erase" << endl; }
	~Square() { cout << "Square::~Square" << endl; }
};

// Singleton to initialize the ShapeFactory:
class ShapeFactoryInitializer {
	static ShapeFactoryInitializer si;
	ShapeFactoryInitializer() {
		ShapeFactory::factories["Circle"]= new Circle::Factory;
		ShapeFactory::factories["Square"]= new Square::Factory;
	}
	~ShapeFactoryInitializer() {
		map<string, ShapeFactory*>::iterator it =
			ShapeFactory::factories.begin();
		while(it != ShapeFactory::factories.end())
			delete it++->second;
	}
};

// Static member definition:
ShapeFactoryInitializer ShapeFactoryInitializer::si;

char* sl[] = { "Circle", "Square", "Square",
	"Circle", "Circle", "Circle", "Square" };

int main() {
	vector<Shape*> shapes;
	try {
		for(size_t i = 0; i < sizeof sl / sizeof sl[0]; i++)
			shapes.push_back(ShapeFactory::createShape(sl[i]));
	} catch(ShapeFactory::BadShapeCreation e) {
		cout << e.what() << endl;
		return EXIT_FAILURE;
	}
	for(size_t i = 0; i < shapes.size(); i++) {
		shapes[i]->draw();
		shapes[i]->erase();
	}
	//purge(shapes);
}

这时,每个类都用自己的创建工厂Factory创建自己类型的对象,所有的创建工厂都继承自同一个基类ShapeFactory。

当增加一个新类型到这个设计时,必须定义该类型,创建一个工厂并修改ShapeFactoryInitializer,以便将工厂的一个实例插入map中。

选自《C++编程思想》。

原文链接: https://www.cnblogs.com/chinaxmly/archive/2012/10/01/2709862.html

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