Factory Method with C#
Factory method is a creational design pattern which solves the problem of creating product objects without specifying their concrete classes.
Factory Method defines a method, which should be used for creating objects instead of direct constructor call (new
operator). Subclasses can override this method to change the class of objects that will be created.
Structure
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Factory Method C# Example Code
In this example, we have a game application with different worlds, every world is a vast map with it’s own creatures and logic. We will have hundreds of different worlds in the future. The Difficulty :
In our main program, we want to load a world. We do not know how many worlds we will have in the future and we do not want to change code of the main logic just because we added a different world to the game. Solution with Factory Method : The Factory Method pattern suggests that you replace direct object construction calls (using the new operator) with calls to a special factory method. Don’t worry: the objects are still created via the new operator, but it’s being called from within the factory method. Objects returned by a factory method are often referred to as products.
The C# Code
using System; using System.Collections.Generic; namespace FactoryMethodDP { /// World interface public interface IWorld { void SpawnWorld(); void SpawnCreatures(); } /// Concret World 1 public class Africa : IWorld { public void SpawnWorld() { Console.WriteLine("Run complex Africa logic"); } public void SpawnCreatures() { Console.WriteLine("Spawn lions, girafs, elephants."); } } /// Concret World 2 public class America : IWorld { public void SpawnWorld() { Console.WriteLine("Run complex America logic"); } public void SpawnCreatures() { Console.WriteLine("Spawn Bears, Ducks, Wolves."); } } /// Concret Base creator public abstract class Creator { /// Subclasses will override this method in order to create specific world public abstract IWorld WorldFactoryMethod(); /// static method to get the related World Factory public static Creator GetFactory(string p_WorldName) { Creator c; switch (p_WorldName) { /*case "moon": c = new MoonWorld(); break; case "andromeda": c = new AndromedaWorld(); break; case "aurora": c = new AuroraWorld(); break;*/ case "america": c = new AmericaFactory(); break; default: c = new AfricaFactory(); break; } return c; } /// This can be a useful way to get all the available products so the main /// application won't need to know in advance how many worlds are there. public static List GetNamesOfAvailableWorlds() { return new List() { "america", "africa" }; } } /// Concret creator 1 public class AfricaFactory : Creator { public override IWorld WorldFactoryMethod() { return new Africa(); } } /// Concret creator 2 public class AmericaFactory : Creator { public override IWorld WorldFactoryMethod() { return new America(); } } /// All of the main code should work with factories and products through /// abstract interfaces. This way it does not care which factory or product it works with. class Program { static void Main(string[] args) { // Ask user which world to load. (this is only for demo. Console.Write("console app Started. \nwhich map to load : "); foreach (string name in Creator.GetNamesOfAvailableWorlds()) Console.Write(name + ", "); Console.WriteLine(" ?"); // User's input to define which world to spawn // PS: A better way to load a map can be used instead of asking user to type the name :) string worldName = Console.ReadLine(); // Get the Concret World Creator usgin the static function provided in Base Creator. Creator worldCreator = Creator.GetFactory(worldName.Trim().ToLower()); // Getting the world to work with without knowing it's concrete class IWorld world = worldCreator.WorldFactoryMethod(); // I don't know what continent concrete class is, but I can work with it. world.SpawnWorld(); world.SpawnCreatures(); Console.ReadLine(); } } }