Click here to Skip to main content
Click here to Skip to main content

Factory Pattern in C++

By , 15 Sep 2012
 

Overview

Up until now, I never really used the Factory pattern that often in C++. Recently, I found a use for it in a project I was working on and since I found it useful for my purposes, I thought I might share a tutorial on how the Factory pattern can be used in C++.

Disclaimer: Now I’m not entirely sure how closely my model fits the typical Factory pattern but as far as I understand the Factory pattern, it is pretty close if not exact.

Definition 

Basically a Factory consists of an interface class which is common to all of the implementation classes that the factory will create. Then you have the factory class which is usually a singleton class that spawns instances of these implementation classes.

Abstract Interface Class

So let us create a quick interface class to start with. In this example, I used IAnimal

class IAnimal
{
public:
    virtual int GetNumberOfLegs() const = 0;
    virtual void Speak() = 0;
    virtual void Free() = 0;
}; 

Now for simplicity’s sake, I used a typedef to define a type for the function that is used by the implementation classes to create instances of IAnimal. This typedef is also used in declaring the map that maps the animal name to the function that creates that particular type of animal. You can use whatever calling convention you like, but for this example, I chose __stdcall.

typedef IAnimal* (__stdcall *CreateAnimalFn)(void); 

Specific Implementation Class(es) 

Now come the implementation classes. These are the classes that implement the IAnimal interface. Here’re a few examples:

// IAnimal implementations
class Cat : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “Meow” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Cat(); }
};

class Dog : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “Woof” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Dog(); }
};

class Spider : public IAnimal // Yeah it isn’t really an animal…
{
public:
    int GetNumberOfLegs() const { return 8; }
    void Speak() { cout << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Spider(); }
};

class Horse : public IAnimal
{
public:
    int GetNumberOfLegs() const { return 4; }
    void Speak() { cout << “A horse is a horse, of course, of course.” << endl; }
    void Free() { delete this; }

    static IAnimal * __stdcall Create() { return new Horse(); }
};

Factory Class Declaration 

Now comes the Factory class. This is a singleton pattern implementation--meaning only one instance of the factory can ever be instantiated, no more, no less.

// Factory for creating instances of IAnimal
class AnimalFactory
{
private:
    AnimalFactory();
    AnimalFactory(const AnimalFactory &) { }
    AnimalFactory &operator=(const AnimalFactory &) { return *this; }

    typedef map FactoryMap;
    FactoryMap m_FactoryMap;
public:
    ~AnimalFactory() { m_FactoryMap.clear(); }

    static AnimalFactory *Get()
    {
        static AnimalFactory instance;
        return &instance;
    }

    void Register(const string &animalName, CreateAnimalFn pfnCreate);
    IAnimal *CreateAnimal(const string &animalName);
};

Factory Class Implementation

Now we need to work out a few definitions of the AnimalFactory class. Specifically the constructor, the Register, and the CreateAnimal functions.

Constructor

The constructor is where you might consider registering your Factory functions. Though this doesn’t have to be done here, I’ve done it here for the purposes of this example. You could for instance register your Factory types with the Factory class from somewhere else in the code.

/* Animal factory constructor.
Register the types of animals here.
*/
AnimalFactory::AnimalFactory()
{
    Register(“Horse”, &Horse::Create);
    Register(“Cat”, &Cat::Create);
    Register(“Dog”, &Dog::Create);
    Register(“Spider”, &Spider::Create);
}

Type Registration

Now let us implement the Register function. This function is pretty straightforward since I used a std::map to hold the mapping between my string (the animal type) and the create function.

void AnimalFactory::Register(const string &animalName, CreateAnimalFn pfnCreate)
{
    m_FactoryMap[animalName] = pfnCreate;
}

Type Creation

And last but not least, the CreateAnimal function. This function accepts a string parameter which corresponds to the string registered in the AnimalFactory constructor. When this function receives “Horse” for example, it will return an instance of the Horse class, which implements the IAnimal interface.

IAnimal *AnimalFactory::CreateAnimal(const string &animalName)
{
    FactoryMap::iterator it = m_FactoryMap.find(animalName);
    if( it != m_FactoryMap.end() )
    return it->second();
    return NULL;
}

Example Usage Program

int main( int argc, char **argv )
{
    IAnimal *pAnimal = NULL;
    string animalName;

    while( pAnimal == NULL )
    {
        cout << “Type the name of an animal or ‘q’ to quit: “;
        cin >> animalName;

        if( animalName == “q” )
        break;

        IAnimal *pAnimal = AnimalFactory::Get()->CreateAnimal(animalName);
        if( pAnimal )
        {
            cout << “Your animal has ” << pAnimal->GetNumberOfLegs() << ” legs.” << endl;
            cout << “Your animal says: “;
            pAnimal->Speak();
        }
        else
        {
            cout << “That animal doesn’t exist in the farm! Choose another!” << endl;
        }
        if( pAnimal )
            pAnimal->Free();
        pAnimal = NULL;
        animalName.clear();
    }
    return 0;
}

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

About the Author

Cale Dunlap
Software Developer
United States United States
I'm a travel and financial application software engineer by day and a video game developer by night. I hold an Associate's degree in Computer Information Systems, a Bachelor's degree in Game and Simulation Programming, and have been writing various types of software since 1999.
 
The programming languages in which I am experienced include C, C++, C#, PHP, Python, and JavaScript--just to name a few. I have experience in creating mobile, embedded, desktop, command-line/console, web, and video game applications for consumer, business, and government/defense purposes.
Follow on   Twitter   Google+

Sign Up to vote   Poor Excellent
Add a reason or comment to your vote: x
Votes of 3 or less require a comment

Comments and Discussions

 
Hint: For improved responsiveness ensure Javascript is enabled and choose 'Normal' from the Layout dropdown and hit 'Update'.
You must Sign In to use this message board.
Search this forum  
    Spacing  Noise  Layout  Per page   
GeneralMy vote of 4memberjessierzlz14-Apr-13 14:57 
GeneralMy vote of 5memberiRaffnix20-Feb-13 20:29 
GeneralMy vote of 5membersourabhmehta3-Feb-13 18:34 
GeneralMy vote of 5memberAnand Todkar17-Sep-12 3:46 
SuggestionThe kind of your factory patternmemberpasztorpisti16-Sep-12 7:49 
SuggestionWhy the factory pattern is particularly useful in C++mvpEspen Harlinn16-Sep-12 1:22 
QuestionBad code design.memberShurwint15-Sep-12 4:21 
AnswerRe: Bad code design.memberSteve Giancarlo15-Sep-12 6:50 
AnswerRe: Bad code design.memberCale Dunlap15-Sep-12 7:59 
SuggestionRe: Bad code design.memberpasztorpisti16-Sep-12 2:33 
GeneralRe: Bad code design.memberCale Dunlap16-Sep-12 5:05 
GeneralRe: Bad code design.memberpasztorpisti16-Sep-12 6:30 
AnswerRe: Bad code design.memberdagronf17-Sep-12 13:08 
GeneralMy vote of 3memberShurwint15-Sep-12 4:16 
SuggestionNo need for static Create methods [modified]memberpasztorpisti16-Aug-12 0:20 
QuestionConfusedmemberxComaWhitex3-Aug-12 2:19 
AnswerRe: ConfusedmemberCale Dunlap16-Sep-12 5:20 
GeneralRe: ConfusedmemberJoe Pizzi17-Sep-12 15:03 
GeneralRe: ConfusedmemberBlake Miller19-Feb-13 6:57 
QuestionA small problemmemberbeyonddoor21-May-12 3:47 
AnswerRe: A small problemmemberCale Dunlap16-Sep-12 5:14 
GeneralMy vote of 5memberMihai MOGA12-May-12 18:33 
GeneralMy vote of 5memberanimageofmine6-May-12 21:10 
GeneralMy vote of 4memberAescleal27-Apr-12 0:53 
GeneralRe: My vote of 4memberAescleal14-May-12 23:48 
GeneralRe: My vote of 4memberpasztorpisti16-Sep-12 13:24 
QuestionAnimal poolmemberarmagedescu26-Apr-12 23:59 
AnswerRe: Animal poolmemberbeyonddoor21-May-12 3:36 
AnswerRe: Animal poolmemberdagronf15-Sep-12 13:23 
GeneralRe: Animal pool [modified]memberarmagedescu16-Sep-12 21:19 
GeneralRe: Animal poolmemberdagronf16-Sep-12 22:26 
GeneralRe: Animal poolmemberarmagedescu17-Sep-12 3:24 
GeneralRe: Animal poolmemberdagronf17-Sep-12 12:32 
Question__stdcall [modified]memberKjellKod.cc21-Apr-12 22:28 
AnswerRe: __stdcallmemberVuNic26-Apr-12 21:01 
AnswerRe: __stdcallmemberKjellKod.cc26-Apr-12 21:21 
AnswerRe: __stdcallmemberwaleri26-Apr-12 21:31 
GeneralRe: __stdcallmemberVuNic26-Apr-12 21:42 
QuestionFactory patternmembergeoyar16-Apr-12 10:37 
AnswerRe: Factory patternmemberAmirAlilou7-Jun-12 4:38 
AnswerRe: Factory patternmemberdagronf17-Sep-12 12:54 
QuestionI like this.memberphillipvoyle16-Apr-12 9:04 
QuestionWell explainedmemberNelek12-Apr-12 13:43 
AnswerRe: Well explainedmemberftai15-Apr-12 22:18 
Questionauto register ?memberChunlong lin11-Apr-12 3:21 
AnswerRe: auto register ?memberwan.rui@qq.com9-May-12 23:16 
QuestionVoted 5memberprashu10010-Apr-12 20:40 
QuestionSimple and to the pointmemberNathan Going10-Apr-12 6:50 
QuestionNice!memberChunlong lin10-Apr-12 2:48 

General General    News News    Suggestion Suggestion    Question Question    Bug Bug    Answer Answer    Joke Joke    Rant Rant    Admin Admin   

Permalink | Advertise | Privacy | Mobile
Web01 | 2.6.130619.1 | Last Updated 15 Sep 2012
Article Copyright 2012 by Cale Dunlap
Everything else Copyright © CodeProject, 1999-2013
Terms of Use
Layout: fixed | fluid