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| Factory Design pattern implementation Hi all, I have an interesting problem for which I already have a solution, but I have a feeling my solution is less than elegant. I need to create a Factory class which returns an instance of some child of class Foo. Which child is instantiated depends on the value of some integer parameter. So, for example, the following would work well enough: class FooFactoryHowever, I would need to maintain that switch statement everytime I implement a child class of Foo. So, a better solution, I feel, is to register the child class during static initialization: // FooFactory.hThe above solution allows me to create a new Foo child class and add it to the factory without having to modify the factory code. Can I do better? Having to create a getFooXXX() function for each child seems unnecessary. I was thinking of creating a template function getFoo<T>, declared in FooFactory.h, where T would be the child class. This removes the need for separate getFooXXX functions. Any thoughts? |
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| Re: Factory Design pattern implementation You dont specify how you intend to use the factory. That will play a larg part in choosing a Factory pattern to use. So my comments are fairly general. The motivation behind Factory, is to put the object creation in one place, making maintenance easier & removing dependencies from 'user' code. IE you expect to change Factory when new Foo sub classes are added. The change can be adding to the switch, or having a heirarchy of Factory classes. If the Foo heirarchy is fairly stable, then your switch implementation is great. (I assume that you have left out error checking for simplicity.) Even if new Foo classes appear fairly often, the code changes are still limited to one place. Also, if many Foo objects are created, the switch is faster than the map. In your implementation, you need a new creation function for each class and you also have to provide code which adds the instantiation function/method to the map in Factory. How will you handle errors (eg a duplicate class id)? In general, i try to avoid passing ids to the object creation code. It can cause maintennace nightmares down the track in anything beyond small projects. How does user code know which id relates to which sub class? What would happen (to user code) if a Foo sub class is removed? And, on a std c++ note. It is far better to return the newly created objects as auto_ptrs, as these will automatically handle the deletion for you. eg auto_ptr<Foo> FooFactory::getFooInstance |
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| Re: Factory Design pattern implementation This is sort of a side issue, but I tend to prefer a static method of Foo being the factory, rather than have a seperate class called, in this case, FooFactory. So, the base class would implement class Foo |
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| Re: Factory Design pattern implementation Quote:
Your example saves a class (or class hierarchy). And, it is much simpler than the Factory pattern. I have used th same thing in quite a few smallish projects. However it - doesnt have the flexibility / power of the abstract factory pattern. - requires that you have complete control of the Foo interface As to auto_ptr. It isnt a 'I don't use old C-style stuff''. Using auto_ptr - allows you to not worry about deleting things (like not having to close a stream obj). - makes your code more maintainable - eliminates hard to fix memory leaks when exceptions are thrown. |
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| Re: Factory Design pattern implementation Quote:
typedef InstantiatorMap::value_type InstantiatorMapEntryType; This also has the advantage of giving a concise view of which id goes with which function. You can also make getFooInstance static. Then, you never need to instantiate the FooFactory class. |
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| Re: Factory Design pattern implementation Please avoid thread necrophilia. |
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