Difference between revisions of "Abstract Factory"

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===Code Example===
 
===Code Example===
 +
'''JAVA'''
 +
<pre>
 +
/*
 +
* GUIFactory example
 +
*/
  
  public abstract class CPU {
+
public abstract class GUIFactory {
 +
  public static GUIFactory getFactory() {
 +
        int sys = readFromConfigFile("OS_TYPE");
 +
        if (sys == 0) {
 +
            return(new WinFactory());
 +
        } else {
 +
            return(new OSXFactory());
 +
        }
 +
  }
 +
  public abstract Button createButton();
 +
}
  
  } //class CPU
+
class WinFactory extends GUIFactory {
 +
    public Button createButton() {
 +
        return(new WinButton());
 +
    }
 +
}
  
 +
class OSXFactory extends GUIFactory {
 +
    public Button createButton() {
 +
        return(new OSXButton());
 +
    }
 +
}
  
  The concrete widget classes are simply classes that implement the widget interfaces:
+
public abstract class Button  {
 +
    private String caption;
 +
    public abstract void paint();
 +
   
 +
    public String getCaption(){
 +
        return caption;
 +
    }
 +
    public void setCaption(String caption){
 +
        this.caption = caption;
 +
    }
 +
}
  
 +
class WinButton extends Button {
 +
    public void paint() {
 +
      System.out.println("I'm a WinButton: " + getCaption());
 +
    }
 +
}
  
  class EmberCPU extends CPU {
+
class OSXButton extends Button {
     ...
+
     public void paint() {
  } // class EmberCPU
+
      System.out.println("I'm a OSXButton  : " + getCaption());
 +
    }
 +
}
  
Below is code for a concrete factory class that creates instances of classes to test ember architecture computers:
+
public class Application {
 +
    public static void main(String[] args) {
 +
        GUIFactory aFactory = GUIFactory.getFactory();
 +
        Button aButton = aFactory.createButton();
 +
        aButton.setCaption("Play");
 +
        aButton.paint();
 +
    }
 +
    //output is
 +
    //I'm a WinButton: Play
 +
    //or
 +
    //I'm a OSXButton: Play
 +
}
 +
</pre>
  
 +
'''C++'''
 +
<pre>
 +
#include <memory>
 +
using std::auto_ptr;
  
class EmberToolkit extends ArchitectureToolkit {
+
class Control { };
    public CPU createCPU() {
 
        return new EmberCPU();
 
    } // createCPU()
 
  
    public MMU createMMU() {
+
class PushControl : public Control { };
        return new EmberMMU();
 
    } // createMMU()
 
    ...
 
} // class EmberFactory
 
  
Below is the code for the abstract factory class:
+
class Factory {
 +
public:
 +
  // Returns Factory subclass based on classKey.  Each
 +
  // subclass has its own getControl() implementation.
 +
  // This will be implemented after the subclasses have
 +
  // been declared.
 +
  static auto_ptr<Factory> getFactory(int classKey);
 +
  virtual auto_ptr<Control> getControl() const = 0;
 +
};
  
public abstract class ArchitectureToolkit {
+
class ControlFactory : public Factory {
    private static final EmberToolkit emberToolkit = new
+
public:
EmberToolkit();
+
  virtual auto_ptr<Control> getControl() const {
    private static final EnginolaToolkit
+
       return auto_ptr<Control>(new PushControl());
enginolaToolkit
+
  }
       = new EnginolaToolkit();
+
};
...
 
  
    /**
+
auto_ptr<Factory> Factory::getFactory(int classKey) {
    * Returns a concrete factory object that is an
+
  // Insert conditional logic here.  Sample:
instance of the
+
  switch(classKey) {
    * concrete factory class appropriate for the given
+
    default:
architecture.
+
      return auto_ptr<Factory>(new ControlFactory());
    */
+
  }
    static final ArchitectureToolkit getFactory(int
+
}
architecture) {
+
</pre>
        switch (architecture) {
 
          case ENGINOLA:
 
            &nbs
 
p; return enginolaToolkit;
 
 
 
          case EMBER:
 
            &nbs
 
p; return emberToolkit;
 
            ...
 
        } // switch
 
        String errMsg =
 
Integer.toString(architecture);
 
        throw new
 
IllegalArgumentException(errMsg);
 
    } // getFactory()
 
 
 
    public abstract CPU createCPU() ;
 
    public abstract MMU createMMU() ;
 
    ...
 
} // AbstractFactory
 
 
 
Client classes typically create concrete widget objects using code that looks something like this:
 
public class Client {
 
    public void doIt () {
 
        AbstractFactory af;
 
        af =
 
AbstractFactory.getFactory(AbstractFactory.EMBER);
 
        CPU cpu = af.createCPU();
 
        ...
 
    } // doIt
 
} // class Client
 
  
 
===Reference===
 
===Reference===

Latest revision as of 19:41, 18 February 2007

Definition

A software design pattern, the Abstract Factory Pattern provides a way to encapsulate a group of individual factories that have a common theme. In normal usage, the client software would create a concrete implementation of the abstract factory and then use the generic interfaces to create the concrete objects that are part of the theme. The client does not know (nor care) about which concrete objects it gets from each of these internal factories since it uses only the generic interfaces of their products. This pattern separates the details of implementation of a set of objects from its general usage.

UML Diagram

Abstract factory uml.gif


Picture sourced:[1]

Code Example

JAVA

/*
* GUIFactory example
*/

public abstract class GUIFactory {
   public static GUIFactory getFactory() {
        int sys = readFromConfigFile("OS_TYPE");
        if (sys == 0) {
            return(new WinFactory());
        } else {
            return(new OSXFactory());
        }
   }
   public abstract Button createButton();
}

class WinFactory extends GUIFactory {
    public Button createButton() {
        return(new WinButton());
    }
}

class OSXFactory extends GUIFactory {
    public Button createButton() {
        return(new OSXButton());
    }
}

public abstract class Button  {
    private String caption;
    public abstract void paint();
    
    public String getCaption(){
        return caption;
    }
    public void setCaption(String caption){
        this.caption = caption;
    }
}

class WinButton extends Button {
    public void paint() {
       System.out.println("I'm a WinButton: " + getCaption());
    }
}

class OSXButton extends Button {
    public void paint() {
       System.out.println("I'm a OSXButton  : " + getCaption());
    }
}

public class Application {
    public static void main(String[] args) {
        GUIFactory aFactory = GUIFactory.getFactory();
        Button aButton = aFactory.createButton();
        aButton.setCaption("Play");
        aButton.paint();
    }
    //output is
    //I'm a WinButton: Play
    //or
    //I'm a OSXButton: Play
}

C++

#include <memory>
using std::auto_ptr;

class Control { };

class PushControl : public Control { };

class Factory {
 public:
   // Returns Factory subclass based on classKey.  Each
   // subclass has its own getControl() implementation.
   // This will be implemented after the subclasses have
   // been declared.
   static auto_ptr<Factory> getFactory(int classKey);
   virtual auto_ptr<Control> getControl() const = 0;
};

class ControlFactory : public Factory {
public:
   virtual auto_ptr<Control> getControl() const {
      return auto_ptr<Control>(new PushControl());
   }
};

auto_ptr<Factory> Factory::getFactory(int classKey) {
  // Insert conditional logic here.  Sample:
  switch(classKey) {
    default:
      return auto_ptr<Factory>(new ControlFactory());
  }
}

Reference

http://en.wikipedia.org/wiki/Abstract_factory_pattern
http://www.dofactory.com/Patterns/PatternAbstract.aspx