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工厂模式(C++)

2015-12-23 22:20 309 查看


http://www.cnblogs.com/cxjchen/p/3143633.html

http://www.cnblogs.com/jiese/p/3154669.html
http://blog.csdn.net/wuzhekai1985/article/details/6660462

http://www.cnblogs.com/onlycxue/p/3428075.html

下面就来看代码。首先,要看一下没有进行过优化的代码,这个代码是打算建立一个迷宫(Maze),迷宫的元素是墙、房间、门。它们都是MapSite的子类。同时一个房间有四个方向,有可能是墙也有可能是门。


#include <iostream>

using namespace std;

enum Direction {
North,
East,
South,
West,
};

class MapSite {
public:
virtual void Enter() = 0;
};

class Room : public MapSite {
public:
Room(int roomNo):_roomNumber(roomNo) {};

MapSite *GetSide(Direction) const;

virtual void SetSide(Direction direction, MapSite *) {
cout << "Set the "
<< _roomNumber
<< " room "
<< direction
<< " side."
<< endl;
};

int GetRoomNo() {
return _roomNumber;
};

virtual void Enter() {
cout << "Enter the Room." << endl;
};

private:
MapSite *_sides[4];
int _roomNumber;
};

class Wall : public MapSite {
public:
Wall() {};

virtual void Enter() {
cout << "Enter the wall." << endl;
};

};

class Door : public MapSite {
public:
Door(Room* = 0, Room* = 0) {};

virtual void Enter() {
cout << "Enter the door." << endl;
};
Room *OtherSideFrom(Room*) {};

private:
Room *_room1;
Room *_room2;
bool _isOpen;
};

class Maze {
public:
Maze() {};

void AddRoom(Room* room) {
cout << "Add the room" << room->GetRoomNo() << "." << endl;
};
Room* RoomNo(int) const{};
};

class MazeGame {
public:
Maze *CreateMaze();
};

Maze* MazeGame::CreateMaze() {
Maze* aMaze = new Maze;
Room* r1 = new Room(1);
Room* r2 = new Room(2);
Door* theDoor = new Door(r1, r2);

aMaze->AddRoom(r1);
aMaze->AddRoom(r2);

r1->SetSide(North, new Wall);
r1->SetSide(East, theDoor);
r1->SetSide(South, new Wall);
r1->SetSide(West, new Wall);

r2->SetSide(North, new Wall);
r2->SetSide(East, new Wall);
r2->SetSide(South, new Wall);
r2->SetSide(West, theDoor);

return aMaze;
}

int main() {
MazeGame mygame;
mygame.CreateMaze();
return 0;
}
这个源码就是普通的实现方式。按照工厂模式进行修改之后的代码如下:
#include <iostream>

using namespace std;

enum Direction {
North,
East,
South,
West,
};

class MapSite {
public:
virtual void Enter() = 0;
};

class Room : public MapSite {
public:
Room(int roomNo):_roomNumber(roomNo) {};

MapSite *GetSide(Direction) const;

virtual void SetSide(Direction direction, MapSite *) {
cout << "Set the "
<< _roomNumber
<< " room "
<< direction
<< " side."
<< endl;
};

int GetRoomNo() {
return _roomNumber;
};

virtual void Enter() {
cout << "Enter the Room." << endl;
};

private:
MapSite *_sides[4];
int _roomNumber;
};

class Wall : public MapSite {
public:
Wall() {};

virtual void Enter() {
cout << "Enter the wall." << endl;
};

};

class Door : public MapSite {
public:
Door(Room* = 0, Room* = 0) {};

virtual void Enter() {
cout << "Enter the door." << endl;
};
Room *OtherSideFrom(Room*) {};

private:
Room *_room1;
Room *_room2;
bool _isOpen;
};

class Maze {
public:
Maze() {};

void AddRoom(Room* room) {
cout << "Add the room" << room->GetRoomNo() << "." << endl;
};
Room* RoomNo(int) const{};
};

class MazeFactory {
public:
MazeFactory() {};

virtual Maze* MakeMaze() const {
return new Maze;
};

virtual Wall* MakeWall() const {
return new Wall;
};

virtual Room* MakeRoom(int n) const {
return new Room(n);
};

virtual Door* MakeDoor(Room* r1, Room* r2) const {
return new Door(r1, r2);
};
};

class MazeGame {
public:
Maze* CreateMaze(MazeFactory &factory) {
Maze* aMaze = factory.MakeMaze();
Room* r1 = factory.MakeRoom(1);
Room* r2 = factory.MakeRoom(2);
Door* theDoor = factory.MakeDoor(r1, r2);

aMaze->AddRoom(r1);
aMaze->AddRoom(r2);

r1->SetSide(North, factory.MakeWall());
r1->SetSide(East, theDoor);
r1->SetSide(South, factory.MakeWall());
r1->SetSide(West, factory.MakeWall());

r2->SetSide(North, factory.MakeWall());
r2->SetSide(East, factory.MakeWall());
r2->SetSide(South, factory.MakeWall());
r2->SetSide(West, theDoor);

return aMaze;
};
};

int main() {
MazeGame mygame;
MazeFactory factory;
mygame.CreateMaze(factory);
return 0;
}
对比这两个源码就会发现,实现的功能是完全相同的,只不过第二种实现采用了工厂模式。设计模式既然好,肯定有它的好处,那我们接下来看看,如果是对这个程序进行扩展,要修改迷宫为房间里可以有炸弹的迷宫的时候,我们在采用了工厂模式之后,需要进行哪些修改。
#include <iostream>

using namespace std;

enum Direction {
North,
East,
South,
West,
};

class MapSite {
public:
virtual void Enter() = 0;
};

class Room : public MapSite {
public:
Room(int roomNo):_roomNumber(roomNo) {};

MapSite *GetSide(Direction) const;

virtual void SetSide(Direction direction, MapSite *) {
cout << "Set the "
<< _roomNumber
<< " room "
<< direction
<< " side."
<< endl;
};

int GetRoomNo() {
return _roomNumber;
};

virtual void Enter() {
cout << "Enter the Room." << endl;
};

private:
MapSite *_sides[4];
int _roomNumber;
};

class BombRoom : public Room {
public:
BombRoom(int num):Room(num) {
_roomNum = num;
};
virtual void SetSide(Direction direction, MapSite *) {
cout << "Set the "
<< _roomNum
<< " bomb room "
<< direction
<< " side."
<< endl;
};
private:
int _roomNum;
};

class Wall : public MapSite {
public:
Wall() {};

virtual void Enter() {
cout << "Enter the wall." << endl;
};

};

class Door : public MapSite {
public:
Door(Room* = 0, Room* = 0) {};

virtual void Enter() {
cout << "Enter the door." << endl;
};
Room *OtherSideFrom(Room*) {};

private:
Room *_room1;
Room *_room2;
bool _isOpen;
};

class Maze {
public:
Maze() {};

void AddRoom(Room* room) {
cout << "Add the room" << room->GetRoomNo() << "." << endl;
};
Room* RoomNo(int) const{};
};

class MazeFactory {
public:
MazeFactory() {};

virtual Maze* MakeMaze() const {
return new Maze;
};

virtual Wall* MakeWall() const {
return new Wall;
};

virtual Room* MakeRoom(int n) const {
return new Room(n);
};

virtual Door* MakeDoor(Room* r1, Room* r2) const {
return new Door(r1, r2);
};
};

class BombMazeFactory : public MazeFactory {
public:
virtual Room* MakeRoom(int n) const {
return new BombRoom(n);
};
};

class MazeGame {
public:
Maze* CreateMaze(MazeFactory &factory) {
Maze* aMaze = factory.MakeMaze();
Room* r1 = factory.MakeRoom(1);
Room* r2 = factory.MakeRoom(2);
Door* theDoor = factory.MakeDoor(r1, r2);

aMaze->AddRoom(r1);
aMaze->AddRoom(r2);

r1->SetSide(North, factory.MakeWall());
r1->SetSide(East, theDoor);
r1->SetSide(South, factory.MakeWall());
r1->SetSide(West, factory.MakeWall());

r2->SetSide(North, factory.MakeWall());
r2->SetSide(East, factory.MakeWall());
r2->SetSide(South, factory.MakeWall());
r2->SetSide(West, theDoor);

return aMaze;
};
};

int main() {
MazeGame mygame;
//  MazeFactory factory;
BombMazeFactory factory;
mygame.CreateMaze(factory);
return 0;
}
可以看出改动量很小,而且可以随时把代码改回原来的生成普通迷宫的情况。
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标签:  工厂模式