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Better factories in C#

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17 Oct 2013 1  
This short article just shows the evolution of my implementation of the Factory pattern in C#.

Introduction

This short article just shows the evolution of my implementation of the Factory pattern in C#.

Since Factory pattern is so frequently used, this article describes better ways to implement it in C#.

I could go and show some UML to describe pattern but lets go straight to the code, people unfamiliar with this pattern can Google it.

Using the code

Below diagram shows example concrete class that our factory could build for us, they all implement same interface.

I am going to use an enum ConcreteType as key to map concrete types, in your implementation you can use whatever better fits you.

Factory Version 1

In this version work is done by a switch, it can be implemented even in Framework 1.0.

using System;

namespace BetterFactories
{
    /// <summary>
    /// Verbose way
    /// </summary>
    public class FactoryV1
    {
        public IMyInterface Get(ConcreteType concreteType)
        {
            switch (concreteType)
            {
                case ConcreteType.Concrete1:
                    return new MyConcreteClass1();
                case ConcreteType.Concrete2:
                    return new MyConcreteClass2();
                case ConcreteType.Concrete3:
                    return new MyConcreteClass3();
                default:
                    throw new NotImplementedException();
            }
        }
    }
}

Factory Version 2

In this version we have a Dictionary were we keep mappings for our concrete types.

Since now we are using generics we need Framework 2.0 or above.

using System;
using System.Collections.Generic;
namespace BetterFactories
{
    /// <summary>
    /// More stylish but slow and cast needed.
    /// </summary>
    public class FactoryV2
    {
        public FactoryV2()
        {
            _Mappings = new Dictionary<ConcreteType,Type>(3);
            _Mappings.Add(ConcreteType.Concrete1, typeof(MyConcreteClass1));
            _Mappings.Add(ConcreteType.Concrete2, typeof(MyConcreteClass2));
            _Mappings.Add(ConcreteType.Concrete3, typeof(MyConcreteClass3));
        }
        public IMyInterface Get(ConcreteType concreteType)
        {
            Type type;
            if(_Mappings.TryGetValue(concreteType, out type))
            {
                return Activator.CreateInstance(type) as IMyInterface;
            }
            else
                throw new NotImplementedException();
        }
        readonly Dictionary<ConcreteType, Type> _Mappings;
    }
} 

After doing a benchmark to Activator.CreateInstance class I realized there was a performance hit here.

Factory Version 3

Here we have a similar approach but now our Dictionary points to a Func<T> which improves performance and avoids casting.

Since this uses Func<T> we need Framework 3.5 or above.

using System;
using System.Collections.Generic;
namespace BetterFactories
{
    /// <summary>
    /// Best way so far to have a factory, it performs well and types are compiler checked.
    /// </summary>
    public class FactoryV3
    {
        public FactoryV3()
        {
            _Mappings = new Dictionary<ConcreteType,Func<IMyInterface>>(3);
            _Mappings.Add(ConcreteType.Concrete1, () => new MyConcreteClass1());
            _Mappings.Add(ConcreteType.Concrete2, () => new MyConcreteClass2());
            _Mappings.Add(ConcreteType.Concrete3, () => new MyConcreteClass3());
        }
        public IMyInterface Get(ConcreteType concreteType)
        {
            Func<IMyInterface> func;
            if (_Mappings.TryGetValue(concreteType, out func))
            {
                return func();
            }
            else
                throw new NotImplementedException();
        }
        readonly Dictionary<ConcreteType, Func<IMyInterface>> _Mappings;
    }
} 

Points of Interest

After years of implementing this pattern it has changed several times but these three versions encapsulate the milestones.

If you have suggestions to improve it please bring up your comments.

Project attached contains all source code created in VS2008.

License

This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.

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