C++ 设计模式:抽象工厂模式

抽象工厂模式(Abstract Factory Pattern)是围绕一个超级工厂创建其他工厂的模式。这个超级工厂又称为工厂的工厂。

介绍

意图:提供一个创建一系列相关或相互依赖对象的接口,而无需指定它们具体的类。

主要解决:主要解决接口选择的问题。

何时使用:系统的产品有多于一个的产品族,而系统只消费其中某一族的产品。

如何解决:在一个产品族里面,定义多个产品。

关键代码:在一个工厂里聚合多个同类产品。

应用实例:工作了,为了参加一些聚会,肯定有两套或多套衣服吧,比如说有商务装(成套,一系列具体产品)、时尚装(成套,一系列具体产品),甚至对于一个家庭来说,可能有商务女装、商务男装、时尚女装、时尚男装,这些也都是成套的,即一系列具体产品。假设一种情况(现实中是不存在的,要不然,没法进入共产主义了,但有利于说明抽象工厂模式),在您的家中,某一个衣柜(具体工厂)只能存放某一种这样的衣服(成套,一系列具体产品),每次拿这种成套的衣服时也自然要从这个衣柜中取出了。用 OOP 的思想去理解,所有的衣柜(具体工厂)都是衣柜类的(抽象工厂)某一个,而每一件成套的衣服又包括具体的上衣(某一具体产品),裤子(某一具体产品),这些具体的上衣其实也都是上衣(抽象产品),具体的裤子也都是裤子(另一个抽象产品)。

优点:当一个产品族中的多个对象被设计成一起工作时,它能保证客户端始终只使用同一个产品族中的对象。

缺点:产品族扩展非常困难,要增加一个系列的某一产品,既要在抽象的 Creator 里加代码,又要在具体的里面加代码。

使用场景: 1、QQ 换皮肤,一整套一起换。 2、生成不同操作系统的程序。

注意事项:产品族难扩展,产品等级易扩展。

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 代码如下:

shape.h

#pragma once
class Shape
{
public:
	Shape();
	~Shape();
	virtual void draw() = 0;
};

class Circle :public Shape
{
public:
	Circle();
	~Circle() {};
	virtual void draw() override;
};

class Square :public Shape
{
public:
	Square();
	~Square() {};
	virtual void draw() override;
};

class Rectangle :public Shape
{
public:
	Rectangle();
	~Rectangle() {};
	virtual void draw() override;
};

shape.cpp

#include "Shape.h"
#include <iostream>
using namespace std;


Shape::Shape()
{
}


Shape::~Shape()
{
}

Circle::Circle() :Shape()
{
}

void Circle::draw()
{
	cout << "Circle::draw()\n";
}

Square::Square() :Shape()
{
}

void Square::draw()
{
	cout << "Square::draw()\n";
}

Rectangle::Rectangle() :Shape()
{
}

void Rectangle::draw()
{
	cout << "Rectangle::draw()\n";
}

color.h

#pragma once

class Color
{
public:
	Color();
	~Color();
	virtual void fill() = 0;
};

class Red :public Color
{
public:
	Red() :Color() {}
	~Red() {}
	virtual void fill();
};

class Green :public Color
{
public:
	Green() :Color() {}
	~Green() {}
	virtual void fill();
};

class Blue :public Color
{
public:
	Blue() :Color() {}
	~Blue() {}
	virtual void fill();
};

color.cpp

#include "Color.h"
#include <iostream>
using namespace std;


Color::Color()
{
}


Color::~Color()
{
}

void Red::fill()
{
	cout << "Red::fill()\n";
}

void Green::fill()
{
	cout << "Green::fill()\n";
}

void Blue::fill()
{
	cout << "Bule::fill()\n";
}

abstractFactory.h

#pragma once
class Shape;
class Color;

enum ShapeType
{
	CIRCLE_TYPE,
	SQUARE_TYPE,
	RECTANGLE_TYPE
};

enum ColorType
{
	RED_TYPE,
	GREEN_TYPE,
	BLUE_TYPE
};
class AbstractFactory
{
public:
	AbstractFactory();
	~AbstractFactory();
	virtual Shape *getShape(ShapeType shapeType) = 0;
	virtual Color *getColor(ColorType colorType) = 0;
};

class ShapeFactory :public AbstractFactory
{
public:
	ShapeFactory() :AbstractFactory() {}
	~ShapeFactory() {}
	 Shape *getShape(ShapeType shapeType);
	 Color *getColor(ColorType colorType) { return nullptr; }
};

class ColorFactory :public AbstractFactory
{
public:
	ColorFactory() :AbstractFactory() {}
	~ColorFactory() {}
	Shape *getShape(ShapeType shapeType) { return nullptr; };
	Color *getColor(ColorType colorType);
};

abstractFactory.cpp

#include "AbstractFactory.h"
#include "Shape.h"
#include "Color.h"


AbstractFactory::AbstractFactory()
{
}


AbstractFactory::~AbstractFactory()
{
}

Shape * ShapeFactory::getShape(ShapeType shapeType)
{
	if (shapeType == CIRCLE_TYPE)
	{
		return new Circle();
	}
	else if (shapeType == SQUARE_TYPE)
	{
		return new Square();
	}
	else if (shapeType == RECTANGLE_TYPE)
	{
		return new Rectangle();
	}
	else
	{
		return nullptr;
	}
}

Color * ColorFactory::getColor(ColorType colorType)
{
	if (colorType == RED_TYPE)
	{
		return new Red();
	}
	else if (colorType == GREEN_TYPE)
	{
		return new Green();
	}
	else if (colorType == BLUE_TYPE)
	{
		return new Blue();
	}
	else
	{
		return nullptr;
	}
}

FactoryProducer.h

#pragma once
class AbstractFactory;

enum FactoryType
{
	SHAPE_TYPE,
	COLOR_TYPE
};

class FactoryProducer
{
public:
	FactoryProducer();
	~FactoryProducer();
	AbstractFactory * getFactory(FactoryType factoryType);
};

FactoryProducer.cpp

#include "FactoryProducer.h"
#include "AbstractFactory.h"


FactoryProducer::FactoryProducer()
{
}


FactoryProducer::~FactoryProducer()
{
}

AbstractFactory * FactoryProducer::getFactory(FactoryType factoryType)
{
	if (factoryType == SHAPE_TYPE)
	{
		return new ShapeFactory();
	}
	else if (factoryType == COLOR_TYPE)
	{
		return new ColorFactory();
	}
	else
		return nullptr;
}

main.cpp

#include "Shape.h"
#include "Color.h"
#include "AbstractFactory.h"
#include "FactoryProducer.h"
#include <iostream>
using namespace std;

int main()
{
	FactoryProducer *pFactoryProducer = new FactoryProducer;
	AbstractFactory *pAbstractFactory1 = pFactoryProducer->getFactory(SHAPE_TYPE);
	Shape *pShape1 = pAbstractFactory1->getShape(CIRCLE_TYPE);
	pShape1->draw();
	Shape *pShape2 = pAbstractFactory1->getShape(SQUARE_TYPE);
	pShape2->draw();
	Shape *pShape3 = pAbstractFactory1->getShape(RECTANGLE_TYPE);
	pShape3->draw();

	AbstractFactory *pAbstractFactory2 = pFactoryProducer->getFactory(COLOR_TYPE);
	Color *pColor1 = pAbstractFactory2->getColor(RED_TYPE);
	pColor1->fill();
	Color *pColor2 = pAbstractFactory2->getColor(GREEN_TYPE);
	pColor2->fill();
	Color *pColor3 = pAbstractFactory2->getColor(BLUE_TYPE);
	pColor3->fill();

	delete pColor3;
	delete pColor2;
	delete pColor1;
	delete pAbstractFactory2;
	delete pShape3;
	delete pShape2;
	delete pShape1;
	delete pAbstractFactory1;
	delete pFactoryProducer;
	int d;
	cin >> d;
	return 0;
}

输出结果:

Circle::draw()
Square::draw()
Rectangle::draw()
Red::fill()
Green::fill()
Bule::fill()
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