In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling a factory method--either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes--rather than by calling a constructor.
Video Factory method pattern
Overview
The Factory Method design pattern is one of the twenty-three well-known "Gang of Four" design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.
The Factory Method design pattern solves problems like:
- How can an object be created so that subclasses can redefine which class to instantiate?
- How can a class defer instantiation to subclasses?
Creating an object directly within the class that requires (uses) the object is inflexible because it commits the class to a particular object and makes it impossible to change the instantiation independently from (without having to change) the class.
The Factory Method design pattern describes how to solve such problems:
- Define a separate operation (factory method) for creating an object.
- Create an object by calling a factory method.
This enables writing of subclasses to change the way an object is created (to redefine which class to instantiate).
See also the UML class diagram below.
Maps Factory method pattern
Definition
"Define an interface for creating an object, but let subclasses decide which class to instantiate. The Factory method lets a class defer instantiation it uses to subclasses." (Gang Of Four)
Creating an object often requires complex processes not appropriate to include within a composing object. The object's creation may lead to a significant duplication of code, may require information not accessible to the composing object, may not provide a sufficient level of abstraction, or may otherwise not be part of the composing object's concerns. The factory method design pattern handles these problems by defining a separate method for creating the objects, which subclasses can then override to specify the derived type of product that will be created.
The factory method pattern relies on inheritance, as object creation is delegated to subclasses that implement the factory method to create objects.
Structure
UML class diagram
In the above UML class diagram, the Creator
class that requires a Product
object doesn't instantiate the Product1
class directly. Instead, the Creator
refers to a separate factoryMethod()
to create a product object, which makes the Creator
independent of which concrete class is instantiated. Subclasses of Creator
can redefine which class to instantiate. In this example, the Creator1
subclass implements the abstract factoryMethod()
by instantiating the Product1
class.
Example
Structure
Room
is the base class for a final product (MagicRoom
or OrdinaryRoom
). MazeGame
declares the abstract factory method to produce such a base product. MagicRoom
or OrdinaryRoom
are subclasses of the base product implementing the final product. MagicMazeGame
and OrdinaryMazeGame
are subclasses of MazeGame
implementing the factory method producing the final products. Thus factory methods decouple callers (MazeGame
) from the implementation of the concrete classes. This makes the "new" Operator redundant, allows adherence to the Open/closed principle and makes the final product more flexible in the event of change.
Example implementations
Java
A maze game may be played in two modes, one with regular rooms that are only connected with adjacent rooms, and one with magic rooms that allow players to be transported at random (this Java example is similar to one in the book Design Patterns). The MazeGame uses Rooms but it puts the responsibility of creating Rooms to its subclasses which create the concrete classes. The regular game mode could use this template method:
In the above snippet, the MazeGame
constructor is a template method that makes some common logic. It refers to the makeRoom
factory method that encapsulates the creation of rooms such that other rooms can be used in a subclass. To implement the other game mode that has magic rooms, it suffices to override the makeRoom
method:
PHP
Another example in PHP follows, this time using interface implementations as opposed to subclassing (however the same can be achieved through subclassing). It is important to note that the factory method can also be defined as public and called directly by the client code (in contrast with the Java example above).
VB.NET
Factory pattern deals with the instantiation of objects without exposing the instantiation logic. In other words, a Factory is actually a creator of objects which have a common interface.
C#
Same code for C#
In the above code you can see the creation of one interface called IPerson and two implementations called Villager and CityPerson. Based on the type passed into the Factory object, we are returning the original concrete object as the interface IPerson.
A factory method is just an addition to Factory class. It creates the object of the class through interfaces but on the other hand, it also lets the subclass decide which class is instantiated.
You can see we have used MakeProduct in concreteFactory. As a result, you can easily call MakeProduct() from it to get the IProduct. You might also write your custom logic after getting the object in the concrete Factory Method. The GetObject is made abstract in the Factory interface.
Python
Same as Java example.
Uses
- In ADO.NET, IDbCommand.CreateParameter is an example of the use of factory method to connect parallel class hierarchies.
- In Qt, QMainWindow::createPopupMenu is a factory method declared in a framework that can be overridden in application code.
- In Java, several factories are used in the javax.xml.parsers package. e.g. javax.xml.parsers.DocumentBuilderFactory or javax.xml.parsers.SAXParserFactory.
See also
- Design Patterns, the highly influential book
- Design pattern, overview of design patterns in general
- Abstract factory pattern, a pattern often implemented using factory methods
- Builder pattern, another creational pattern
- Template method pattern, which may call factory methods
- Joshua Bloch's idea of a static factory method, which he says has no direct equivalent in Design Patterns.
References
- Martin Fowler; Kent Beck; John Brant; William Opdyke; Don Roberts (June 1999). Refactoring: Improving the Design of Existing Code. Addison-Wesley. ISBN 0-201-48567-2.
- Gamma, Erich; Helm, Richard; Johnson, Ralph; Vlissides, John (1994). Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. ISBN 0-201-63361-2. CS1 maint: Multiple names: authors list (link)
- Cox, Brad J.; (1986). Object-oriented programming: an evolutionary approach. Addison-Wesley. ISBN 978-0-201-10393-9. CS1 maint: Multiple names: authors list (link)
- Cohen, Tal; Gil, Joseph (2007). "Better Construction with Factories" (PDF). Journal of Object Technology. Bertrand Meyer. Retrieved 2007-03-12.
External links
- Factory Design Pattern Implementation in Java
- Factory method in UML and in LePUS3 (a Design Description Language)
- Consider static factory methods by Joshua Bloch
Source of article : Wikipedia