使用场景
当创建逻辑复杂时,使用工厂模式来封装对象的创建过程,将对象的创建和使用分离。
主要有以下的场景:
- 无法预知对象确切类别以及依赖关系
- 将创建产品的代码与实际使用产品的代码分离,从而能在不影响其他代码的情况下扩展产品创建部分代码。
- 复用现有对象来节省系统资源,而不是每次都重新创建对象
- 将之前创建的对象缓存起来
参考标准:
- 封装变化:创建逻辑有可能变化,封装成工厂类后,创建逻辑的变更对调用者透明
- 代码复用:创建代码抽离到独立的工厂类之后可以复用
- 隔离复杂性:封装复杂的创建逻辑,调用者无需了解如何创建对象
- 控制复杂度:将创建代码抽离出来,让原本的函数或类职责更单一,代码更简洁
原本丑陋的代码:
const TEACHER_TYPE = {
CODING: 'coding',
MUSIC: 'music'
};
class Teacher {
constructor(type, name, instrument, programmingLanguage) {
this.name = name;
if (type === TEACHER_TYPE.CODING) {
this.programmingLanguage = programmingLanguage;
} else if (type === TEACHER_TYPE.MUSIC){
this.instrument = instrument;
}
}
}
在工厂模式中,将创建对象的过程单独封装
最大的好处应该是让你的代码具有更强的可扩展性吧。。。
class Teacher {
constructor(properties) {
this.name = properties.name;
}
}
class CodingTeacher extends Teacher {
constructor(properties) {
super(properties);
this.programmingLanguage = properties.programmingLanguage;
}
}
class MusicTeacher extends Teacher {
constructor(properties) {
super(properties);
this.instrument = properties.instrument;
}
}
class TeacherFactory {
static getTeacher(type, properties) {
switch (type) {
case TEACHER_TYPE.CODING:
return new CodingTeacher(properties);
case TEACHER_TYPE.MUSIC:
return new MusicTeacher(properties);
default:
throw new Error('Wrong teacher type chosen');
}
}
}
const codingTeacher = TeacherFactory.getTeacher(TEACHER_TYPE.CODING, {
programmingLanguage: 'JavaScript',
name: 'John'
});
const musicTeacher = TeacherFactory.getTeacher(TEACHER_TYPE.MUSIC, {
instrument: 'Guitar',
name: 'Andy'
});
工厂方法
// 创建者类声明的工厂方法必须返回一个产品类的对象。创建者的子类通常会提供
// 该方法的实现。
class Dialog is
// 创建者还可提供一些工厂方法的默认实现。
abstract method createButton():Button
// 请注意,创建者的主要职责并非是创建产品。其中通常会包含一些核心业务
// 逻辑,这些逻辑依赖于由工厂方法返回的产品对象。子类可通过重写工厂方
// 法并使其返回不同类型的产品来间接修改业务逻辑。
method render() is
// 调用工厂方法创建一个产品对象。
Button okButton = createButton()
// 现在使用产品。
okButton.onClick(closeDialog)
okButton.render()
// 具体创建者将重写工厂方法以改变其所返回的产品类型。
class WindowsDialog extends Dialog is
method createButton():Button is
return new WindowsButton()
class WebDialog extends Dialog is
method createButton():Button is
return new HTMLButton()
// 产品接口中将声明所有具体产品都必须实现的操作。
interface Button is
method render()
method onClick(f)
// 具体产品需提供产品接口的各种实现。
class WindowsButton implements Button is
method render(a, b) is
// 根据 Windows 样式渲染按钮。
method onClick(f) is
// 绑定本地操作系统点击事件。
class HTMLButton implements Button is
method render(a, b) is
// 返回一个按钮的 HTML 表述。
method onClick(f) is
// 绑定网络浏览器的点击事件。
class Application is
field dialog: Dialog
// 程序根据当前配置或环境设定选择创建者的类型。
method initialize() is
config = readApplicationConfigFile()
if (config.OS == "Windows") then
dialog = new WindowsDialog()
else if (config.OS == "Web") then
dialog = new WebDialog()
else
throw new Exception("错误!未知的操作系统。")
// 当前客户端代码会与具体创建者的实例进行交互,但是必须通过其基本接口
// 进行。只要客户端通过基本接口与创建者进行交互,你就可将任何创建者子
// 类传递给客户端。
method main() is
this.initialize()
dialog.render()
/**
* The Creator class declares the factory method that is supposed to return an
* object of a Product class. The Creator's subclasses usually provide the
* implementation of this method.
*/
abstract class Creator {
/**
* Note that the Creator may also provide some default implementation of the
* factory method.
*/
public abstract factoryMethod(): Product;
/**
* Also note that, despite its name, the Creator's primary responsibility is
* not creating products. Usually, it contains some core business logic that
* relies on Product objects, returned by the factory method. Subclasses can
* indirectly change that business logic by overriding the factory method
* and returning a different type of product from it.
*/
public someOperation(): string {
// Call the factory method to create a Product object.
const product = this.factoryMethod();
// Now, use the product.
return `Creator: The same creator's code has just worked with ${product.operation()}`;
}
}
/**
* Concrete Creators override the factory method in order to change the
* resulting product's type.
*/
class ConcreteCreator1 extends Creator {
/**
* Note that the signature of the method still uses the abstract product
* type, even though the concrete product is actually returned from the
* method. This way the Creator can stay independent of concrete product
* classes.
*/
public factoryMethod(): Product {
return new ConcreteProduct1();
}
}
class ConcreteCreator2 extends Creator {
public factoryMethod(): Product {
return new ConcreteProduct2();
}
}
/**
* The Product interface declares the operations that all concrete products must
* implement.
*/
interface Product {
operation(): string;
}
/**
* Concrete Products provide various implementations of the Product interface.
*/
class ConcreteProduct1 implements Product {
public operation(): string {
return '{Result of the ConcreteProduct1}';
}
}
class ConcreteProduct2 implements Product {
public operation(): string {
return '{Result of the ConcreteProduct2}';
}
}
/**
* The client code works with an instance of a concrete creator, albeit through
* its base interface. As long as the client keeps working with the creator via
* the base interface, you can pass it any creator's subclass.
*/
function clientCode(creator: Creator) {
// ...
console.log('Client: I\'m not aware of the creator\'s class, but it still works.');
console.log(creator.someOperation());
// ...
}
/**
* The Application picks a creator's type depending on the configuration or
* environment.
*/
console.log('App: Launched with the ConcreteCreator1.');
clientCode(new ConcreteCreator1());
console.log('');
console.log('App: Launched with the ConcreteCreator2.');
clientCode(new ConcreteCreator2());
抽象工厂
- 抽象工厂(抽象类,它不能被用于生成具体实例):用于声明最终目标产品的共性。在一个系统里,抽象工厂可以有多个,每一个抽象工厂对应的这一类的产品,被称为“产品族”。
- 具体工厂(用于生成产品族里的一个具体的产品):继承自抽象工厂、实现了抽象工厂里声明的那些方法,用于创建具体的产品的类。
- 抽象产品(抽象类,它不能被用于生成具体实例):上面我们看到,具体工厂里实现的接口,会依赖一些类,这些类对应到各种各样的具体的细粒度产品(比如操作系统、硬件等),这些具体产品类的共性各自抽离,便对应到了各自的抽象产品类。
- 具体产品(用于生成产品族里的一个具体的产品所依赖的更细粒度的产品):比如我们上文中具体的一种操作系统、或具体的一种硬件等。 ```typescript // 抽象工厂接口声明了一组能返回不同抽象产品的方法。这些产品属于同一个系列 // 且在高层主题或概念上具有相关性。同系列的产品通常能相互搭配使用。系列产 // 品可有多个变体,但不同变体的产品不能搭配使用。 interface GUIFactory is method createButton():Button method createCheckbox():Checkbox
// 具体工厂可生成属于同一变体的系列产品。工厂会确保其创建的产品能相互搭配 // 使用。具体工厂方法签名会返回一个抽象产品,但在方法内部则会对具体产品进 // 行实例化。 class WinFactory implements GUIFactory is method createButton():Button is return new WinButton() method createCheckbox():Checkbox is return new WinCheckbox()
// 每个具体工厂中都会包含一个相应的产品变体。 class MacFactory implements GUIFactory is method createButton():Button is return new MacButton() method createCheckbox():Checkbox is return new MacCheckbox()
// 系列产品中的特定产品必须有一个基础接口。所有产品变体都必须实现这个接口。 interface Button is method paint()
// 具体产品由相应的具体工厂创建。 class WinButton implements Button is method paint() is // 根据 Windows 样式渲染按钮。
class MacButton implements Button is method paint() is // 根据 macOS 样式渲染按钮
// 这是另一个产品的基础接口。所有产品都可以互动,但是只有相同具体变体的产 // 品之间才能够正确地进行交互。 interface Checkbox is method paint()
class WinCheckbox implements Checkbox is method paint() is // 根据 Windows 样式渲染复选框。
class MacCheckbox implements Checkbox is method paint() is // 根据 macOS 样式渲染复选框。
// 客户端代码仅通过抽象类型(GUIFactory、Button 和 Checkbox)使用工厂 // 和产品。这让你无需修改任何工厂或产品子类就能将其传递给客户端代码。 class Application is private field factory: GUIFactory private field button: Button constructor Application(factory: GUIFactory) is this.factory = factory method createUI() is this.button = factory.createButton() method paint() is button.paint()
// 程序会根据当前配置或环境设定选择工厂类型,并在运行时创建工厂(通常在初 // 始化阶段)。 class ApplicationConfigurator is method main() is config = readApplicationConfigFile()
if (config.OS == "Windows") then
factory = new WinFactory()
else if (config.OS == "Mac") then
factory = new MacFactory()
else
throw new Exception("错误!未知的操作系统。")
Application app = new Application(factory)
```typescript
/**
* The Abstract Factory interface declares a set of methods that return
* different abstract products. These products are called a family and are
* related by a high-level theme or concept. Products of one family are usually
* able to collaborate among themselves. A family of products may have several
* variants, but the products of one variant are incompatible with products of
* another.
*/
interface AbstractFactory {
createProductA(): AbstractProductA;
createProductB(): AbstractProductB;
}
/**
* Concrete Factories produce a family of products that belong to a single
* variant. The factory guarantees that resulting products are compatible. Note
* that signatures of the Concrete Factory's methods return an abstract product,
* while inside the method a concrete product is instantiated.
*/
class ConcreteFactory1 implements AbstractFactory {
public createProductA(): AbstractProductA {
return new ConcreteProductA1();
}
public createProductB(): AbstractProductB {
return new ConcreteProductB1();
}
}
/**
* Each Concrete Factory has a corresponding product variant.
*/
class ConcreteFactory2 implements AbstractFactory {
public createProductA(): AbstractProductA {
return new ConcreteProductA2();
}
public createProductB(): AbstractProductB {
return new ConcreteProductB2();
}
}
/**
* Each distinct product of a product family should have a base interface. All
* variants of the product must implement this interface.
*/
interface AbstractProductA {
usefulFunctionA(): string;
}
/**
* These Concrete Products are created by corresponding Concrete Factories.
*/
class ConcreteProductA1 implements AbstractProductA {
public usefulFunctionA(): string {
return 'The result of the product A1.';
}
}
class ConcreteProductA2 implements AbstractProductA {
public usefulFunctionA(): string {
return 'The result of the product A2.';
}
}
/**
* Here's the the base interface of another product. All products can interact
* with each other, but proper interaction is possible only between products of
* the same concrete variant.
*/
interface AbstractProductB {
/**
* Product B is able to do its own thing...
*/
usefulFunctionB(): string;
/**
* ...but it also can collaborate with the ProductA.
*
* The Abstract Factory makes sure that all products it creates are of the
* same variant and thus, compatible.
*/
anotherUsefulFunctionB(collaborator: AbstractProductA): string;
}
/**
* These Concrete Products are created by corresponding Concrete Factories.
*/
class ConcreteProductB1 implements AbstractProductB {
public usefulFunctionB(): string {
return 'The result of the product B1.';
}
/**
* The variant, Product B1, is only able to work correctly with the variant,
* Product A1. Nevertheless, it accepts any instance of AbstractProductA as
* an argument.
*/
public anotherUsefulFunctionB(collaborator: AbstractProductA): string {
const result = collaborator.usefulFunctionA();
return `The result of the B1 collaborating with the (${result})`;
}
}
class ConcreteProductB2 implements AbstractProductB {
public usefulFunctionB(): string {
return 'The result of the product B2.';
}
/**
* The variant, Product B2, is only able to work correctly with the variant,
* Product A2. Nevertheless, it accepts any instance of AbstractProductA as
* an argument.
*/
public anotherUsefulFunctionB(collaborator: AbstractProductA): string {
const result = collaborator.usefulFunctionA();
return `The result of the B2 collaborating with the (${result})`;
}
}
/**
* The client code works with factories and products only through abstract
* types: AbstractFactory and AbstractProduct. This lets you pass any factory or
* product subclass to the client code without breaking it.
*/
function clientCode(factory: AbstractFactory) {
const productA = factory.createProductA();
const productB = factory.createProductB();
console.log(productB.usefulFunctionB());
console.log(productB.anotherUsefulFunctionB(productA));
}
/**
* The client code can work with any concrete factory class.
*/
console.log('Client: Testing client code with the first factory type...');
clientCode(new ConcreteFactory1());
console.log('');
console.log('Client: Testing the same client code with the second factory type...');
clientCode(new ConcreteFactory2());