Factory Method
Difference between Factory and Visitor Pattern?
Seems to be basically the same thing, both built on basic Polymorphism . Main difference is the intent of the method; Factory is to instantiate many things of different types, let the child concrete classes actually implement it. While the visitor pattern is designed for a function / interface to work will multiple types out of the box.
Factory method is a creational design pattern which solves the problem of creating product objects without specifying their concrete classes.
/**
* The Product interface declares the operations that all concrete products must
* implement.
*/
class Product {
public:
virtual ~Product () {}
virtual std :: string Operation () const = 0 ;
};
/**
* Concrete Products provide various implementations of the Product interface.
*/
class ConcreteProduct1 : public Product {
public:
std :: string Operation () const override {
return "{Result of the ConcreteProduct1}" ;
}
};
class ConcreteProduct2 : public Product {
public:
std :: string Operation () const override {
return "{Result of the ConcreteProduct2}" ;
}
};
/**
* The Creator class declares the factory method that is supposed to return an
* object of a Product class. The Creator's subclasses usually provide the
* implementation of this method.
*/
class Creator {
/**
* Note that the Creator may also provide some default implementation of the
* factory method.
*/
public:
virtual ~Creator (){};
virtual Product * FactoryMethod () const = 0 ;
/**
* Also note that, despite its name, the Creator's primary responsibility is
* not creating products. Usually, it contains some core business logic that
* relies on Product objects, returned by the factory method. Subclasses can
* indirectly change that business logic by overriding the factory method and
* returning a different type of product from it.
*/
std :: string SomeOperation () const {
// Call the factory method to create a Product object.
Product * product = this -> FactoryMethod ();
// Now, use the product.
std ::string result = "Creator: The same creator's code has just worked with " + product-> Operation ();
delete product;
return result;
}
};
/**
* Concrete Creators override the factory method in order to change the
* resulting product's type.
*/
class ConcreteCreator1 : public Creator {
/**
* Note that the signature of the method still uses the abstract product type,
* even though the concrete product is actually returned from the method. This
* way the Creator can stay independent of concrete product classes.
*/
public:
Product * FactoryMethod () const override {
return new ConcreteProduct1 ();
}
};
class ConcreteCreator2 : public Creator {
public:
Product * FactoryMethod () const override {
return new ConcreteProduct2 ();
}
};
/**
* The client code works with an instance of a concrete creator, albeit through
* its base interface. As long as the client keeps working with the creator via
* the base interface, you can pass it any creator's subclass.
*/
void ClientCode ( const Creator & creator ) {
// ...
std ::cout << "Client: I'm not aware of the creator's class, but it still works. \n "
<< creator. SomeOperation () << std ::endl;
// ...
}
/**
* The Application picks a creator's type depending on the configuration or
* environment.
*/
int main () {
std ::cout << "App: Launched with the ConcreteCreator1. \n " ;
Creator * creator = new ConcreteCreator1 ();
ClientCode ( * creator);
std ::cout << std ::endl;
std ::cout << "App: Launched with the ConcreteCreator2. \n " ;
Creator * creator2 = new ConcreteCreator2 ();
ClientCode ( * creator2);
delete creator;
delete creator2;
return 0 ;
}