从代码看设计模式之----工厂模式(C++)

设计模式依照本人理解,就是真对一类问题一个更好的标准的解决方案,按照这个解决方案做出来的东西,后续方便扩展,方便维护,等等一系列方便。不按照这个方案行不行?当然也可以,杀猪杀屁股,各有各的杀法。这是我对设计模式的两点认识:第一,设计模式只是针对一类问题较好的一个解决方案,不唯一,不一定最好;第二,不按照设计模式也能解决问题。

遵照这个思想,我从四人帮的设计模式的书中扣了一些代码出来,调试通过,想以此让自己对设计模式的理解更为深入。毕竟四人帮书中的描述虽然经典,但是终归是没有看代码来的直接点。

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。如果是在最初没有采用工厂模式的代码上进行修改呢?那工作量是显而易见的了,有兴趣的可以自己试试,在这里不再累述。

后续会继续分析工厂方法模式。

原文地址:https://www.cnblogs.com/ainima/p/6331966.html