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Abstract factory pattern

The abstract factory pattern is a software creational design pattern that provides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes.[1] In normal usage, the client software creates a concrete implementation of the abstract factory and then uses the generic interfaces to create the concrete objects that are part of the theme. The client does not know (or care) which concrete objects it gets from each of these internal factories, since it uses only the generic interfaces of their products.[1] This pattern separates the details of implementation of a set of objects from their general usage and relies on object composition, as object creation is implemented in methods exposed in the factory interface.[2]

An example of this would be an abstract factory class DocumentCreator that provides interfaces to create a number of products (e.g. createLetter() and createResume()). The system would have any number of derived concrete versions of the DocumentCreator class like FancyDocumentCreator or ModernDocumentCreator, each with a different implementation of createLetter() and createResume() that would create a corresponding object like FancyLetter or ModernResume. Each of these products is derived from a simple abstract class like Letter or Resume of which the client is aware. The client code would get an appropriate instance of the DocumentCreator and call its factory methods. Each of the resulting objects would be created from the same DocumentCreator implementation and would share a common theme (they would all be fancy or modern objects). The client would need to know how to handle only the abstract Letter or Resume class, not the specific version that it got from the concrete factory.

A factory is the location or a concrete class in the code at which objects are constructed. The intent in employing the pattern is to insulate the creation of objects from their usage and to create families of related objects without having to depend on their concrete classes.[2] This allows for new derived types to be introduced with no change to the code that uses the base class.

Use of this pattern makes it possible to interchange concrete implementations without changing the code that uses them, even at runtime. However, employment of this pattern, as with similar design patterns, may result in unnecessary complexity and extra work in the initial writing of code. Additionally, higher levels of separation and abstraction can result in systems which are more difficult to debug and maintain. Therefore, as in all software designs, the trade-offs must be carefully evaluated.

Contents

Definition

The essence of the Abstract Factory Pattern is to "Provide an interface for creating families of related or dependent objects without specifying their concrete classes".[3]

Usage

The factory determines the actual concrete type of object to be created, and it is here that the object is actually created (in C++, for instance, by the new operator). However, the factory only returns an abstract pointer to the created concrete object.

This insulates client code from object creation by having clients ask a factory object to create an object of the desired abstract type and to return an abstract pointer to the object.[4]

As the factory only returns an abstract pointer, the client code (that requested the object from the factory) does not know – and is not burdened by – the actual concrete type of the object that was just created. However, the type of a concrete object (and hence a concrete factory) is known by the abstract factory; for instance, the factory may read it from a configuration file. The client has no need to specify the type, since it has already been specified in the configuration file. In particular, this means:

  • The client code has no knowledge whatsoever of the concrete type, not needing to include any header files or class declarations related to it. The client code deals only with the abstract type. Objects of a concrete type are indeed created by the factory, but the client code accesses such objects only through their abstract interface.[5]
  • Adding new concrete types is done by modifying the client code to use a different factory, a modification that is typically one line in one file. (The different factory then creates objects of a different concrete type, but still returns a pointer of the same abstract type as before – thus insulating the client code from change.) This is significantly easier than modifying the client code to instantiate a new type, which would require changing every location in the code where a new object is created (as well as making sure that all such code locations also have knowledge of the new concrete type, by including for instance a concrete class header file). If all factory objects are stored globally in a singleton object, and all client code goes through the singleton to access the proper factory for object creation, then changing factories is as easy as changing the singleton object.[5]

Structure

Class diagram

Abstract factory.svg

The method createButton on the GuiFactory interface returns objects of type Button. What implementation of Button is returned depends on which implementation of GuiFactory is handling the method call.

Note that, for conciseness, this class diagram only shows the class relations for creating one type of object.

Lepus3 chart (legend)

Abstract Factory in LePUS3.png

UML diagram

Abstract factory UML.svg

Example

The output should be either "I'm a WinButton" or "I'm an OSXButton" depending on which kind of factory was used. Note that the Application has no idea what kind of GUIFactory it is given or even what kind of Button that factory creates.

C#

/* GUIFactory example -- */
 
using System;
using System.Configuration;
 
namespace AbstractFactory 
{
    public interface IButton 
    {
        void Paint();
    }
 
    public interface IGUIFactory 
    {
        IButton CreateButton();
    }
 
    public class OSXButton : IButton // Executes fourth if OS:OSX
    {
        public void Paint() 
        {
            System.Console.WriteLine("I'm an OSXButton");
        }
    }
 
    public class WinButton : IButton // Executes fourth if OS:WIN
    {
        public void Paint() 
        {
            System.Console.WriteLine("I'm a WinButton");
        }
    }
 
    public class OSXFactory : IGUIFactory // Executes third if OS:OSX
    {
        IButton IGUIFactory.CreateButton() 
        {
            return new OSXButton();
        }
    }
 
    public class WinFactory : IGUIFactory // Executes third if OS:WIN
    {
        IButton IGUIFactory.CreateButton() 
        {
            return new WinButton();
        }
    }
 
    public class Application 
    {
        public Application(IGUIFactory factory) 
        {
            IButton button = factory.CreateButton();
            button.Paint();
        }
    }
 
    public class ApplicationRunner 
    {
        static IGUIFactory CreateOsSpecificFactory()  // Executes second
        {
            // Contents of App{{Not a typo|.}}Config associated with this C# project
            //<?xml version="1.0" encoding="utf-8" ?>
            //<configuration>
            //  <appSettings>
            //    <!-- Uncomment either Win or OSX OS_TYPE to test -->
            //    <add key="OS_TYPE" value="Win" />
            //    <!-- <add key="OS_TYPE" value="OSX" /> -->
            //  </appSettings>
            //</configuration>
            string sysType = ConfigurationSettings.AppSettings["OS_TYPE"];
            if (sysType == "Win") 
            {
                return new WinFactory();
            } 
            else 
            {
                return new OSXFactory();
            }
        }
 
        static void Main(string[] args) // Executes first
        {
            new Application(CreateOsSpecificFactory());
            Console.ReadLine();
        }
    }
}

C++

/* GUIFactory example */
 
#include <iostream>
 
class Button {
public:
    virtual void paint() = 0;
    virtual ~Button() { }
};
 
class WinButton : public Button {
public:
    void paint() {
        std::cout << "I'm a WinButton";
    }
};
 
class OSXButton : public Button {
public:
    void paint() {
        std::cout << "I'm an OSXButton";
    }
};
 
class GUIFactory {
public:
    virtual Button* createButton() = 0;
    virtual ~GUIFactory() { }
};
 
class WinFactory : public GUIFactory {
public:
    Button* createButton() {
        return new WinButton();
    }
 
    ~WinFactory() { }
};
 
class OSXFactory : public GUIFactory {
public:
    Button* createButton() {
        return new OSXButton();
    }
 
    ~OSXFactory() { }
};
 
class Application {
public:
    Application(GUIFactory* factory) {
        Button* button = factory->createButton();
        button->paint();
        delete button;
        delete factory;
    }
};
 
GUIFactory* createOsSpecificFactory() {
    int sys;
    std::cout "\nEnter OS type (0: Windows, 1: MacOS X): ";
    std::cin >> sys;
 
    if (sys == 0) {
        return new WinFactory();
    } else {
        return new OSXFactory();
    }
}
 
int main() {
    Application application(createOsSpecificFactory());
}

Java

/* GUIFactory example -- */
 
interface Buttonlike {
    public void paint();
}
 
interface GUIFactorylike {
    public Buttonlike createButton();
}
 
class WinFactory implements GUIFactorylike {
    public Buttonlike createButton() {
        return new WinButton();
    }
}
 
class OSXFactory implements GUIFactorylike {
    public Buttonlike createButton() {
        return new OSXButton();
    }
}
 
class WinButton implements Buttonlike {
    public void paint() {
        System.out.println("I'm a WinButton");
    }
}
 
class OSXButton implements Buttonlike {
    public void paint() {
        System.out.println("I'm an OSXButton");
    }
}
 
class Application {
    public Application(GUIFactorylike factory) {
        Buttonlike button = factory.createButton();
        button.paint();
    }
}
 
public class ApplicationRunner {
    public static void main(String[] args) {
        new Application(createOsSpecificFactory());
    }
 
    public static GUIFactorylike createOsSpecificFactory() {
        int sys = readFromConfigFile("OS_TYPE");
        if (sys == 0) return new WinFactory();
        else return new OSXFactory();
    }
}

Lua

--[[
    Because Lua is a highly dynamic Language, an OOP scheme is implemented by the programmer.
    The OOP scheme implemented here implements interfaces using documentation.
 
 
    A Factory Supports:
     - factory:CreateButton()
 
    A Button Supports:
     - button:Paint()
]]
 
-- Create the OSXButton Class
do
    OSXButton = {}
    local mt = { __index = OSXButton }
 
    function OSXButton:new()
        local inst = {}
        setmetatable(inst, mt)
        return inst
    end
 
    function OSXButton:Paint()
        print("I'm a fancy OSX button!")
    end
end
 
-- Create the WinButton Class
do
    WinButton = {}
    local mt = { __index = WinButton }
 
    function WinButton:new()
        local inst = {}
        setmetatable(inst, mt)
        return inst
    end
 
    function WinButton:Paint()
        print("I'm a fancy Windows button!")
    end
end
 
-- Create the OSXGuiFactory Class
do
    OSXGuiFactory = {}
    local mt = { __index = OSXGuiFactory }
 
    function OSXGuiFactory:new()
        local inst = {}
        setmetatable(inst, mt)
        return inst
    end
 
    function OSXGuiFactory:CreateButton()
        return OSXButton:new()
    end
end
 
-- Create the WinGuiFactory Class
do
    WinGuiFactory = {}
    local mt = { __index = WinGuiFactory }
 
    function WinGuiFactory:new()
        local inst = {}
        setmetatable(inst, mt)
        return inst
    end
 
    function WinGuiFactory:CreateButton()
        return WinButton:new()
    end
end
 
-- Table to keep track of what GuiFactories are available
GuiFactories = {
    ["Win"] = WinGuiFactory,
    ["OSX"] = OSXGuiFactory,
}
 
--[[ Inside an OS config script ]]
OS_VERSION = "Win"
 
--[[ Using the Abstract Factory in some the application script ]]
 
-- Selecting the factory based on OS version
MyGuiFactory = GuiFactories[OS_VERSION]:new()
 
-- Using the factory
osButton = MyGuiFactory:CreateButton()
osButton:Paint()

Objective-C

/* GUIFactory example -- */
 
#import <Foundation/Foundation.h>
 
@protocol Button <NSObject>
- (void)paint;
@end
 
@interface WinButton : NSObject <Button>
@end
 
@interface OSXButton : NSObject <Button>
@end
 
@protocol GUIFactory
- (id<Button>)createButton;
@end
 
@interface WinFactory : NSObject <GUIFactory>
@end
 
@interface OSXFactory : NSObject <GUIFactory>
@end
 
@interface Application : NSObject
- (id)initWithGUIFactory:(id)factory;
+ (id)createOsSpecificFactory:(int)type;
@end
 
@implementation WinButton
- (void)paint {
    NSLog(@"I am a WinButton.");
}
@end
 
@implementation OSXButton
- (void)paint {
    NSLog(@"I am a OSXButton.");
}
@end
 
@implementation WinFactory
- (id<Button>)createButton {
    return [[[WinButton alloc] init] autorelease];
}
@end
 
@implementation OSXFactory
- (id<Button>)createButton {
    return [[[OSXButton alloc] init] autorelease];
}
@end
 
@implementation Application
- (id)initWithGUIFactory:(id)factory {
    if (self = [super init]) {
        id button = [factory createButton];
        [button paint];
    }
    return self;
}
+ (id)createOsSpecificFactory:(int)type {
    if (type == 0) {
        return [[[WinFactory alloc] init] autorelease];
    } else {
        return [[[OSXFactory alloc] init] autorelease];
    }
}
@end
 
int main(int argc, char* argv[]) {
    @autoreleasepool {
        [[Application alloc] initWithGUIFactory:[Application createOsSpecificFactory:0]];// 0 is WinButton
    }
    return 0;
}

References

  1. ^ a b Freeman, Eric; Freeman, Elisabeth; Kathy, Sierra; Bert, Bates (2004). Hendrickson, Mike. ed (paperback). Head First Design Patterns. 1. O'REILLY. p. 156. ISBN 978-0-596-00712-6. http://it-ebooks.info/book/252/. Retrieved 2012-09-12. 
  2. ^ a b Freeman, Eric; Freeman, Elisabeth; Kathy, Sierra; Bert, Bates (2004). Hendrickson, Mike. ed (paperback). Head First Design Patterns. 1. O'REILLY. p. 162. ISBN 978-0-596-00712-6. http://it-ebooks.info/book/252/. Retrieved 2012-09-12. 
  3. ^ [|Gamma, Erich]; Richard Helm, Ralph Johnson, John M. Vlissides (2009-10-23). "Design Patterns: Abstract Factory". informIT. Archived from the original on 2009-10-23. http://www.informit.com/articles/article.aspx?p=1398599. Retrieved 2012-05-16. "Object Creational: Abstract Factory: Intent: Provide an interface for creating families of related or dependent objects without specifying their concrete classes." 
  4. ^ [|Veeneman, David] (2009-10-23). "Object Design for the Perplexed". The Code Project. Archived from the original on 2011-09-18. http://www.codeproject.com/Articles/4079/Object-Design-for-the-Perplexed. Retrieved 2012-05-16. "The factory insulates the client from changes to the product or how it is created, and it can provide this insulation across objects derived from very different abstract interfaces." 
  5. ^ a b "Abstract Factory: Implementation". OODesign.com. http://www.oodesign.com/abstract-factory-pattern.html. Retrieved 2012-05-16. 

See also

External links

  • Abstract Factory UML diagram + formal specification in LePUS3 and Class-Z (a Design Description Language)
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