抽象工厂设计模式

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定义

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

UML 类图表

参与者

The classes and/or objects participating in this pattern are:

  • AbstractFactory  (ContinentFactory)
    • declares an interface for operations that create abstract products
  • ConcreteFactory   (AfricaFactory, AmericaFactory)
    • implements the operations to create concrete product objects
  • AbstractProduct   (Herbivore, Carnivore)
    • declares an interface for a type of product object
  • Product  (Wildebeest, Lion, Bison, Wolf)
    • defines a product object to be created by the corresponding concrete factory
    • implements the AbstractProduct interface
  • Client  (AnimalWorld)
    • uses interfaces declared by AbstractFactory and AbstractProduct classes

简单源码(C#)

This structural code demonstrates the Abstract Factory pattern creating parallel hierarchies of objects. Object creation has been abstracted and there is no need for hard-coded class names in the client code.

// Abstract Factory pattern -- Structural example

using System;

namespace DoFactory.GangOfFour.Abstract.Structural
{
  // MainApp test application

  class MainApp
  {
    public static void Main()
    {
      // Abstract factory #1
      AbstractFactory factory1 = new ConcreteFactory1();
      Client c1 = new Client(factory1);
      c1.Run();

      // Abstract factory #2
      AbstractFactory factory2 = new ConcreteFactory2();
      Client c2 = new Client(factory2);
      c2.Run();

      // Wait for user input
      Console.Read();
    }
  }

  // "AbstractFactory"

  abstract class AbstractFactory
  {
    public abstract AbstractProductA CreateProductA();
    public abstract AbstractProductB CreateProductB();
  }

  // "ConcreteFactory1"

  class ConcreteFactory1 : AbstractFactory
  {
    public override AbstractProductA CreateProductA()
    {
      return new ProductA1();
    }
    public override AbstractProductB CreateProductB()
    {
      return new ProductB1();
    }
  }

  // "ConcreteFactory2"

  class ConcreteFactory2 : AbstractFactory
  {
    public override AbstractProductA CreateProductA()
    {
      return new ProductA2();
    }
    public override AbstractProductB CreateProductB()
    {
      return new ProductB2();
    }
  }

  // "AbstractProductA"

  abstract class AbstractProductA
  {
  }

  // "AbstractProductB"

  abstract class AbstractProductB
  {
    public abstract void Interact(AbstractProductA a);
  }

  // "ProductA1"

  class ProductA1 : AbstractProductA
  {
  }

  // "ProductB1"

  class ProductB1 : AbstractProductB
  {
    public override void Interact(AbstractProductA a)
    {
      Console.WriteLine(this.GetType().Name +
        " interacts with " + a.GetType().Name);
    }
  }

  // "ProductA2"

  class ProductA2 : AbstractProductA
  {
  }

  // "ProductB2"

  class ProductB2 : AbstractProductB
  {
    public override void Interact(AbstractProductA a)
    {
      Console.WriteLine(this.GetType().Name +
        " interacts with " + a.GetType().Name);
    }
  }

  // "Client" - the interaction environment of the products

  class Client
  {
    private AbstractProductA AbstractProductA;
    private AbstractProductB AbstractProductB;

    // Constructor
    public Client(AbstractFactory factory)
    {
      AbstractProductB = factory.CreateProductB();
      AbstractProductA = factory.CreateProductA();
    }

    public void Run()
    {
      AbstractProductB.Interact(AbstractProductA);
    }
  }
}

This real-world code demonstrates the creation of different animal worlds for a computer game using different factories. Although the animals created by the Continent factories are different, the interactions among the animals remain the same.

// Abstract Factory pattern -- Real World example

using System;

namespace DoFactory.GangOfFour.Abstract.RealWorld
{
  // MainApp test application

  class MainApp
  {
    public static void Main()
    {
      // Create and run the Africa animal world
      ContinentFactory africa = new AfricaFactory();
      AnimalWorld world = new AnimalWorld(africa);
      world.RunFoodChain();

      // Create and run the America animal world
      ContinentFactory america = new AmericaFactory();
      world = new AnimalWorld(america);
      world.RunFoodChain();

      // Wait for user input
      Console.Read();
    }
  }

  // "AbstractFactory"

  abstract class ContinentFactory
  {
    public abstract Herbivore CreateHerbivore();
    public abstract Carnivore CreateCarnivore();
  }

  // "ConcreteFactory1"

  class AfricaFactory : ContinentFactory
  {
    public override Herbivore CreateHerbivore()
    {
      return new Wildebeest();
    }
    public override Carnivore CreateCarnivore()
    {
      return new Lion();
    }
  }

  // "ConcreteFactory2"

  class AmericaFactory : ContinentFactory
  {
    public override Herbivore CreateHerbivore()
    {
      return new Bison();
    }
    public override Carnivore CreateCarnivore()
    {
      return new Wolf();
    }
  }

  // "AbstractProductA"

  abstract class Herbivore
  {
  }

  // "AbstractProductB"

  abstract class Carnivore
  {
    public abstract void Eat(Herbivore h);
  }

  // "ProductA1"

  class Wildebeest : Herbivore
  {
  }

  // "ProductB1"

  class Lion : Carnivore
  {
    public override void Eat(Herbivore h)
    {
      // Eat Wildebeest
      Console.WriteLine(this.GetType().Name +
        " eats " + h.GetType().Name);
    }
  }

  // "ProductA2"

  class Bison : Herbivore
  {
  }

  // "ProductB2"

  class Wolf : Carnivore
  {
    public override void Eat(Herbivore h)
    {
      // Eat Bison
      Console.WriteLine(this.GetType().Name +
        " eats " + h.GetType().Name);
    }
  }

  // "Client"

  class AnimalWorld
  {
    private Herbivore herbivore;
    private Carnivore carnivore;

    // Constructor
    public AnimalWorld(ContinentFactory factory)
    {
      carnivore = factory.CreateCarnivore();
      herbivore = factory.CreateHerbivore();
    }

    public void RunFoodChain()
    {
      carnivore.Eat(herbivore);
    }
  }
}