Abstract factory pattern provides a way to obtain an coherent collection of objects through a collection of factories functions. As for every pattern, coupling is reduced by abstracting the way a set of objects are created, so that the user code is unaware of the many details of the objects he needs.
The following C++ example illustrates how to obtain different kind of objects of the same (hypothetical) GUI family:
#include <iostream>
/* Abstract definitions */
class GUIComponent {
public:
virtual ~GUIComponent() = default;
virtual void draw() const = 0;
};
class Frame : public GUIComponent {};
class Button : public GUIComponent {};
class Label : public GUIComponent {};
class GUIFactory {
public:
virtual ~GUIFactory() = default;
virtual std::unique_ptr<Frame> createFrame() = 0;
virtual std::unique_ptr<Button> createButton() = 0;
virtual std::unique_ptr<Label> createLabel() = 0;
static std::unique_ptr<GUIFactory> create(const std::string& type);
};
/* Windows support */
class WindowsFactory : public GUIFactory {
private:
class WindowsFrame : public Frame {
public:
void draw() const override { std::cout << "I'm a Windows-like frame" << std::endl; }
};
class WindowsButton : public Button {
public:
void draw() const override { std::cout << "I'm a Windows-like button" << std::endl; }
};
class WindowsLabel : public Label {
public:
void draw() const override { std::cout << "I'm a Windows-like label" << std::endl; }
};
public:
std::unique_ptr<Frame> createFrame() override { return std::make_unique<WindowsFrame>(); }
std::unique_ptr<Button> createButton() override { return std::make_unique<WindowsButton>(); }
std::unique_ptr<Label> createLabel() override { return std::make_unique<WindowsLabel>(); }
};
/* Linux support */
class LinuxFactory : public GUIFactory {
private:
class LinuxFrame : public Frame {
public:
void draw() const override { std::cout << "I'm a Linux-like frame" << std::endl; }
};
class LinuxButton : public Button {
public:
void draw() const override { std::cout << "I'm a Linux-like button" << std::endl; }
};
class LinuxLabel : public Label {
public:
void draw() const override { std::cout << "I'm a Linux-like label" << std::endl; }
};
public:
std::unique_ptr<Frame> createFrame() override { return std::make_unique<LinuxFrame>(); }
std::unique_ptr<Button> createButton() override { return std::make_unique<LinuxButton>(); }
std::unique_ptr<Label> createLabel() override { return std::make_unique<LinuxLabel>(); }
};
std::unique_ptr<GUIFactory> GUIFactory::create(const string& type) {
if (type == "windows") return std::make_unique<WindowsFactory>();
return std::make_unique<LinuxFactory>();
}
/* User code */
void buildInterface(GUIFactory& factory) {
auto frame = factory.createFrame();
auto button = factory.createButton();
auto label = factory.createLabel();
frame->draw();
button->draw();
label->draw();
}
int main(int argc, char *argv[]) {
if (argc < 2) return 1;
auto guiFactory = GUIFactory::create(argv[1]);
buildInterface(*guiFactory);
}
If the generated executable is named abstractfactory
then output may give:
$ ./abstractfactory windows
I'm a Windows-like frame
I'm a Windows-like button
I'm a Windows-like label
$ ./abstractfactory linux
I'm a Linux-like frame
I'm a Linux-like button
I'm a Linux-like label