Overview
Up until now, I never really used the Factory pattern that often in C++. Recently, I found a use for it in a project I was working on and since I found it useful for my purposes, I thought I might share a tutorial on how the Factory pattern can be used in C++.
Disclaimer: Now I’m not entirely sure how closely my model fits the typical Factory
pattern but as far as I understand the Factory
pattern, it is pretty close if not exact.
Definition
Basically a Factory consists of an interface class which is common to all of the implementation classes that the factory will create. Then you have the factory class which is usually a singleton class that spawns instances of these implementation classes.
Abstract Interface Class
So let us create a quick interface class to start with. In this example, I used IAnimal
:
class IAnimal
{
public:
virtual int GetNumberOfLegs() const = 0;
virtual void Speak() = 0;
virtual void Free() = 0;
};
Now for simplicity’s sake, I used a typedef
to define a type for the function that is used by the implementation classes to create instances of IAnimal
. This typedef
is also used in declaring the map that maps the animal name to the function that creates that particular type of animal. You can use whatever calling convention you like, but for this example, I chose __stdcall
.
typedef IAnimal* (__stdcall *CreateAnimalFn)(void);
Specific Implementation Class(es)
Now come the implementation classes. These are the classes that implement the IAnimal
interface. Here’re a few examples:
class Cat : public IAnimal
{
public:
int GetNumberOfLegs() const { return 4; }
void Speak() { cout << "Meow" << endl; }
void Free() { delete this; }
static IAnimal * __stdcall Create() { return new Cat(); }
};
class Dog : public IAnimal
{
public:
int GetNumberOfLegs() const { return 4; }
void Speak() { cout << "Woof" << endl; }
void Free() { delete this; }
static IAnimal * __stdcall Create() { return new Dog(); }
};
class Spider : public IAnimal {
public:
int GetNumberOfLegs() const { return 8; }
void Speak() { cout << endl; }
void Free() { delete this; }
static IAnimal * __stdcall Create() { return new Spider(); }
};
class Horse : public IAnimal
{
public:
int GetNumberOfLegs() const { return 4; }
void Speak() { cout << "A horse is a horse, of course, of course." << endl; }
void Free() { delete this; }
static IAnimal * __stdcall Create() { return new Horse(); }
};
Factory Class Declaration
Now comes the Factory
class. This is a singleton pattern implementation--meaning only one instance of the factory can ever be instantiated, no more, no less.
class AnimalFactory
{
private:
AnimalFactory();
AnimalFactory(const AnimalFactory &) { }
AnimalFactory &operator=(const AnimalFactory &) { return *this; }
typedef map FactoryMap;
FactoryMap m_FactoryMap;
public:
~AnimalFactory() { m_FactoryMap.clear(); }
static AnimalFactory *Get()
{
static AnimalFactory instance;
return &instance;
}
void Register(const string &animalName, CreateAnimalFn pfnCreate);
IAnimal *CreateAnimal(const string &animalName);
};
Factory Class Implementation
Now we need to work out a few definitions of the AnimalFactory
class. Specifically the constructor, the Register
, and the CreateAnimal
functions.
Constructor
The constructor is where you might consider registering your Factory
functions. Though this doesn’t have to be done here, I’ve done it here for the purposes of this example. You could for instance register your Factory
types with the Factory
class from somewhere else in the code.
AnimalFactory::AnimalFactory()
{
Register("Horse", &Horse::Create);
Register("Cat", &Cat::Create);
Register("Dog", &Dog::Create);
Register("Spider", &Spider::Create);
}
Type Registration
Now let us implement the Register
function. This function is pretty straightforward since I used a std::map
to hold the mapping between my string
(the animal type) and the create
function.
void AnimalFactory::Register(const string &animalName, CreateAnimalFn pfnCreate)
{
m_FactoryMap[animalName] = pfnCreate;
}
Type Creation
And last but not least, the CreateAnimal
function. This function accepts a string
parameter which corresponds to the string
registered in the AnimalFactory
constructor. When this function receives “Horse
” for example, it will return an instance of the Horse
class, which implements the IAnimal
interface.
IAnimal *AnimalFactory::CreateAnimal(const string &animalName)
{
FactoryMap::iterator it = m_FactoryMap.find(animalName);
if( it != m_FactoryMap.end() )
return it->second();
return NULL;
}
Example Usage Program
int main( int argc, char **argv )
{
IAnimal *pAnimal = NULL;
string animalName;
while( pAnimal == NULL )
{
cout << "Type the name of an animal or ‘q’ to quit: ";
cin >> animalName;
if( animalName == "q" )
break;
IAnimal *pAnimal = AnimalFactory::Get()->CreateAnimal(animalName);
if( pAnimal )
{
cout << "Your animal has " << pAnimal->GetNumberOfLegs() << " legs." << endl;
cout << "Your animal says: ";
pAnimal->Speak();
}
else
{
cout << "That animal doesn’t exist in the farm! Choose another!" << endl;
}
if( pAnimal )
pAnimal->Free();
pAnimal = NULL;
animalName.clear();
}
return 0;
}