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Published byPatience Richardson Modified over 9 years ago
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Creational design patterns abstract the instantiation process. make a system independent of how its objects are created, composed, and represented. Main goal is: Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
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AbstractFactory (WidgetFactory) declares an interface for operations that create abstract product objects. ConcreteFactory (Motif & PMWidgetFactory) implements the operations to create concrete product objects.
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AbstractProduct (Window, ScrollBar) declares an interface for a type of product object. ConcreteProduct (MotifWindow, MotifScrollBar) 1- defines a product object to be created by the corresponding concrete factory. 2-implements the AbstractProduct interface. Client uses only the interfaces declared by AbstractFactory and AbstractProduct
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a system should be independent of how its products are created. a system should be configured with one of multiple families of products. a family of related product objects is designed to be used together, and you need to enforce this constraint. you want to provide a class library of products, and you want to reveal just their interfaces, not their implementations.
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It isolates concrete classes. ◦ It isolates clients from implementation classes. Clients manipulate instances through their abstract interfaces. It makes exchanging product families easy. ◦ It can use different product configurations simple by changing the concrete factory.
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It promotes consistency among products ◦ To enforce that an application use objects from only one family at a time. Supporting new kinds of products is difficult Adding a new product requires extending the abstract interface which implies that all of its derived concrete classes also must change. Essentially everything must change to support and use the new product family abstract factory interface is extended derived concrete factories must implement the extensions a new abstract product class is added a new product implementation is added client has to be extended to use the new product
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Abstract Factory pattern to creating mazes class MazeFactory { public: MazeFactory(); virtual Maze * MakeMaze() const; virtual Wall * MakeWall() const; virtual Room * MakeRoom(int n) const; virtual Door* MakeDoor(Room *r1, Room* r2) const; }
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CreateMaze taking a MazeFactory as a parameter Maze *MazeGame::CreateMaze(MazeFactory& factory) { Maze * aMaze = factory.MakeMaze(); Room * r1 = factory.MakeRoom(1); Room *r2 = factory.MakeRoom(2); … }
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EnhantedMazeFactory class EnchantedMazeFactory: public MazeFactory { public: EnchantedMazeFactory(); virtual Room* MakeRoom(int n) const {return new EnchantedRoom(n, CastSpell());} virtual Door* MakeDoor(Room *r1, Room* r2) const {return new DoorNeedingSpell(r1,r2);} protected:Spell* CastSpell() const; }
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BombedMazeFactory Wall * BombedMazeFactory::MakeWall() const { return new BombedWall; } Room *BombedMazeFactory::MakeRoom(int n) const { return new RoomWithABomb(n); }
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Code using BombedMazeFactory MazeGame game; BombedMazeFactory factory; game.CreateMaze(factory); CreateMaze can take an instance of EnchantedMazeFactory just as well to build enchanted mazes.
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interface GUIFactory { public Button createButton(); } class WinFactory implements GUIFactory { public Button createButton() { return new WinButton(); } } class OSXFactory implements GUIFactory { public Button createButton() { return new OSXButton(); } }
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interface Button { public void paint(); } class WinButton implements Button { public void paint() { System.out.println("I'm a WinButton"); } class OSXButton implements Button { public void paint() { System.out.println("I'm an OSXButton"); }
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class Application { public Application(GUIFactory factory) { Button button = factory.createButton(); button.paint(); } public class ApplicationRunner { public static void main(String[] args) { new Application(createOsSpecificFactory()); } public static GUIFactory createOsSpecificFactory() { int sys = readFromConfigFile("OS_TYPE"); if (sys == 0) { return new WinFactory(); } else { return new OSXFactory(); } }
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