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Hiding types (polymorphism, iterators, proxy)

Hiding connections (mediator,)

Factories: encapsulating object creation

When you discover that you need to add new types to a system, the most sensible first step to take is to use polymorphism to create a common interface to those new types. This separates the rest of the code in your system from the knowledge of the specific types that you are adding. New types may be added without disturbing existing code … or so it seems. At first it would appear that the only place you need to change the code in such a design is the place where you inherit a new type, but this is not quite true. You must still create an object of your new type, and at the point of creation you must specify the exact constructor to use. Thus, if the code that creates objects is distributed throughout your application, you have the same problem when adding new types – you must still chase down all the points of your code where type matters. It happens to be the creation of the type that matters in this case rather than the use of the type (which is taken care of by polymorphism), but the effect is the same: adding a new type can cause problems.

The solution is to force the creation of objects to occur through a common factory rather than to allow the creational code to be spread throughout your system. If all the code in your program must go through this factory whenever it needs to create one of your objects, then all you must do when you add a new object is to modify the factory.

Since every object-oriented program creates objects, and since it’s very likely you will extend your program by adding new types, I suspect that factories may be the most universally useful kinds of design patterns.

As an example, let’s revisit the Shape system. One approach is to make the factory a static method of the base class:

//: C09:ShapeFactory1.cpp #include "../purge.h" #include <iostream> #include <string> #include <exception> #include <vector>

using namespace std;

class Shape { public:

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

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class BadShapeCreation : public exception { string reason;

public:

BadShapeCreation(string type) {

reason = "Cannot create type " + type;

}

const char *what() const { return reason.c_str();

}

};

static Shape* factory(string type) throw(BadShapeCreation);

};

class Circle : public Shape { Circle() {} // Private constructor friend class Shape;

public:

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

};

class Square : public Shape { Square() {}

friend class Shape; public:

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

};

Shape* Shape::factory(string type) throw(Shape::BadShapeCreation) { if(type == "Circle") return new Circle; if(type == "Square") return new Square; throw BadShapeCreation(type);

}

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

int main() { vector<Shape*> shapes;

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try {

for(char** cp = shlist; **cp; cp++) shapes.push_back(Shape::factory(*cp));

}catch(Shape::BadShapeCreation e) { cout << e.what() << endl;

return 1;

}

for(int i = 0; i < shapes.size(); i++) { shapes[i]->draw();

shapes[i]->erase();

}

purge(shapes); } ///:~

The factory( ) takes an argument that allows it to determine what type of Shape to create; it happens to be a string in this case but it could be any set of data. The factory( ) is now the only other code in the system that needs to be changed when a new type of Shape is added (the initialization data for the objects will presumably come from somewhere outside the system, and not be a hard-coded array as in the above example).

To ensure that the creation can only happen in the factory( ), the constructors for the specific types of Shape are made private, and Shape is declared a friend so that factory( ) has access to the constructors (you could also declare only Shape::factory( ) to be a friend, but it seems reasonably harmless to declare the entire base class as a friend).

Polymorphic factories

The static factory( ) method in the previous example forces all the creation operations to be focused in one spot, to that’s the only place you need to change the code. This is certainly a reasonable solution, as it throws a box around the process of creating objects. However, the Design Patterns book emphasizes that the reason for the Factory Method pattern is so that different types of factories can be subclassed from the basic factory (the above design is mentioned as a special case). However, the book does not provide an example, but instead just repeats the example used for the Abstract Factory. Here is ShapeFactory1.cpp modified so the factory methods are in a separate class as virtual functions:

//: C09:ShapeFactory2.cpp

// Polymorphic factory methods #include "../purge.h"

#include <iostream> #include <string> #include <exception> #include <vector> #include <map>

using namespace std;

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class Shape { public:

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

};

class ShapeFactory {

virtual Shape* create() = 0;

static map<string, ShapeFactory*> factories; public:

virtual ~ShapeFactory() {}

friend class ShapeFactoryInizializer;

class BadShapeCreation : public exception { string reason;

public:

BadShapeCreation(string type) {

reason = "Cannot create type " + type;

}

const char *what() const { return reason.c_str();

}

};

static Shape*

createShape(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

public:

 

 

void draw()

{ cout << "Circle::draw\n"; }

void erase()

{ cout

<< "Circle::erase\n"; }

~Circle() {

cout <<

"Circle::~Circle\n"; }

class Factory;

 

friend class

Factory;

Chapter 16: Design Patterns

439

class Factory : public ShapeFactory { public:

Shape* create() { return new Circle; }

};

};

class Square : public Shape { Square() {}

public:

void draw() { cout << "Square::draw\n"; } void erase() { cout << "Square::erase\n"; } ~Square() { cout << "Square::~Square\n"; } class Factory;

friend class Factory;

class Factory : public ShapeFactory { public:

Shape* create() { return new Square; }

};

};

//Singleton to initialize the ShapeFactory: class ShapeFactoryInizializer {

static ShapeFactoryInizializer si; ShapeFactoryInizializer() {

ShapeFactory::factories["Circle"] = new Circle::Factory;

ShapeFactory::factories["Square"] = new Square::Factory;

}

};

//Static member definition: ShapeFactoryInizializer

ShapeFactoryInizializer::si;

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

int main() { vector<Shape*> shapes; try {

for(char** cp = shlist; **cp; cp++) shapes.push_back(

ShapeFactory::createShape(*cp));

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440

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