Kody źródłowe/Fabryka abstrakcyjna (wzorzec projektowy)
Java
edytuj/* Przykład GUIFactory */
abstract class GUIFactory {
public static GUIFactory getFactory() {
int sys = readFromConfigFile("OS_TYPE");
if (sys == 0) {
return new WinFactory();
} else {
return new OSXFactory();
}
}
public abstract Button createButton();
}
class WinFactory extends GUIFactory {
public Button createButton() {
return new WinButton();
}
}
class OSXFactory extends GUIFactory {
public Button createButton() {
return new OSXButton();
}
}
abstract class Button {
public abstract void paint();
}
class WinButton extends Button {
public void paint() {
System.out.println("Przycisk WinButton");
}
}
class OSXButton extends Button {
public void paint() {
System.out.println("Przycisk OSXButton");
}
}
public class Application {
public static void main(String[] args) {
GUIFactory factory = GUIFactory.getFactory();
Button button = factory.createButton();
button.paint();
}
// Wyświetlony zostanie tekst:
// "Przycisk WinButton"
// lub:
// "Przycisk OSXButton"
}
Rust
edytujtrait Button {
fn paint(&self);
}
struct WinButton;
impl Button for WinButton {
fn paint(&self) {
println!("Windows Button");
}
}
struct OsxButton;
impl Button for OsxButton {
fn paint(&self) {
println!("OSX Button");
}
}
trait GuiFactory {
fn create_button(&self) -> Box<dyn Button>;
}
struct WinFactory;
impl GuiFactory for WinFactory {
fn create_button(&self) -> Box<dyn Button> {
Box::new(WinButton)
}
}
struct OsxFactory;
impl GuiFactory for OsxFactory {
fn create_button(&self) -> Box<dyn Button> {
Box::new(OsxButton)
}
}
fn main() {
let factory = WinFactory;
let button = factory.create_button();
button.paint();
}
C#
edytujusing System;
using System.Collections.Generic;
namespace TheAbstractFactoryPattern
{
enum OS_TYPE
{
Windows,
OsX
}
// Przykład GUIFactory
abstract class GUIFactory
{
/// <summary>
/// getFactory returns concrete Factory,
///instead parameter abstract Factory can get OS_Type from outer method
/// </summary>
/// <param name="type">Operating System</param>
/// <returns></returns>
public static GUIFactory getFactory(OS_TYPE type)
{
switch (type)
{
case OS_TYPE.Windows:
return new WinFactory();
case OS_TYPE.OsX:
return new OSXFactory();
default:
throw new NotImplementedException();
}
}
public abstract Button createButton();
}
class WinFactory : GUIFactory
{
public override Button createButton()
{
return new WinButton();
}
}
class OSXFactory : GUIFactory
{
public override Button createButton()
{
return new OSXButton();
}
}
abstract class Button
{
public abstract void paint();
}
class WinButton : Button
{
public override void paint()
{
Console.WriteLine("Przycisk WinButton");
}
}
class OSXButton : Button
{
public override void paint()
{
Console.WriteLine("Przycisk OSXButton");
}
}
public class Application
{
public static void Main(String[] args)
{
GUIFactory factory = GUIFactory.getFactory(OS_TYPE.Windows);
Button button = factory.createButton();
button.paint();
Console.ReadLine();
}
// Wyświetlony zostanie tekst:
// "Przycisk WinButton"
// lub:
// "Przycisk OSXButton"
}
}
C++
edytuj// source: factory.hpp
#ifndef GUI_FACTORY_HPP_
#define GUI_FACTORY_HPP_
enum OSType {
OS_Windows,
OS_OSX,
OS_Unknown
};
class Button;
class GUIFactory {
public:
static GUIFactory* getFactory(OSType type);
virtual Button* createButton() = 0;
};
class OSXFactory : public GUIFactory {
public:
virtual Button* createButton();
};
class WindowsFactory : public GUIFactory {
public:
virtual Button* createButton();
};
class Button {
public:
virtual void paint() = 0;
};
class OSXButton : public Button {
public:
virtual void paint();
};
class WindowsButton : public Button {
public:
virtual void paint();
};
#endif // GUI_FACTORY_HPP_
// source: factory.cpp
// #include "factory.hpp"
#include <exception>
class NotImplementedException : public std::exception {};
GUIFactory* GUIFactory::getFactory(OSType type){
switch (type) {
case OS_Windows:
return new WindowsFactory();
case OS_OSX:
return new OSXFactory();
default:
throw NotImplementedException();
}
}
Button* OSXFactory::createButton() {
return new OSXButton();
}
Button* WindowsFactory::createButton() {
return new WindowsButton();
}
#include <iostream>
void OSXButton::paint() {
std::cout << "OSX Button" << std::endl;
}
void WindowsButton::paint() {
std::cout << "Windows Button" << std::endl;
}
// source: main.cpp
// #include "factory.hpp"
using namespace std;
int main(int ac, char *av[]) {
GUIFactory * factory = GUIFactory::getFactory(OS_Windows);
Button * button = factory->createButton();
button->paint();
delete button;
delete factory;
}