Click here to Skip to main content
15,884,176 members
Articles / General Programming

Factory Pattern in C++

Rate me:
Please Sign up or sign in to vote.
4.88/5 (61 votes)
15 Sep 2012CPOL2 min read 345.7K   3.2K   88   65
Using the Factory pattern in C++ to expose only an object's abstract type--hiding the implementation class detail.

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

C++
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.

C++
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:

C++
// 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.

C++
// 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.

C++
/* 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.

C++
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.

C++
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

C++
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;
}
This article was originally posted at http://www.caledunlap.com/2010/10/factory-pattern-in-c

License

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


Written By
Software Developer
United States United States
I'm an interactive software and web developer 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, 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.

Comments and Discussions

 
AnswerRe: Bad code design. Pin
Cale Dunlap15-Sep-12 7:59
Cale Dunlap15-Sep-12 7:59 
SuggestionRe: Bad code design. Pin
pasztorpisti16-Sep-12 2:33
pasztorpisti16-Sep-12 2:33 
GeneralRe: Bad code design. Pin
Cale Dunlap16-Sep-12 5:05
Cale Dunlap16-Sep-12 5:05 
GeneralRe: Bad code design. Pin
pasztorpisti16-Sep-12 6:30
pasztorpisti16-Sep-12 6:30 
AnswerRe: Bad code design. Pin
dagronf17-Sep-12 13:08
dagronf17-Sep-12 13:08 
GeneralMy vote of 3 Pin
Shurwint15-Sep-12 4:16
Shurwint15-Sep-12 4:16 
SuggestionNo need for static Create methods PinPopular
pasztorpisti16-Aug-12 0:20
pasztorpisti16-Aug-12 0:20 
SuggestionRe: No need for static Create methods Pin
hotpantsexplosion7-Oct-13 10:45
hotpantsexplosion7-Oct-13 10:45 
Thanks, I've been looking all over for a good implementation of a Factory method, and this is the most elegant that I've seen anywhere.

Making CreateFunc static is fine as the code stands, but if you want to extend CreateFunc into something more complex it will prevent you from making calls to other member functions or using this. It can be made non-static, but that'd break the map as ordinary function pointers are incompatible with non-static member functions. You can get around that by making PCreateFunc a pointer to members of Factory:
C++
typedef BaseClass* (Factory::*PCreateFunc)();

and changing Register accordingly:
C++
m_CreateFuncs[name] = &Factory::CreateFunc;

GeneralRe: No need for static Create methods Pin
pasztorpisti7-Oct-13 22:46
pasztorpisti7-Oct-13 22:46 
AnswerRe: No need for static Create methods Pin
Dr. Versaeg26-Aug-20 5:45
Dr. Versaeg26-Aug-20 5:45 
QuestionConfused Pin
xComaWhitex3-Aug-12 2:19
xComaWhitex3-Aug-12 2:19 
AnswerRe: Confused Pin
Cale Dunlap16-Sep-12 5:20
Cale Dunlap16-Sep-12 5:20 
GeneralRe: Confused Pin
Joe Pizzi17-Sep-12 15:03
Joe Pizzi17-Sep-12 15:03 
GeneralRe: Confused Pin
Blake Miller19-Feb-13 6:57
Blake Miller19-Feb-13 6:57 
QuestionA small problem Pin
Cosmore21-May-12 3:47
Cosmore21-May-12 3:47 
AnswerRe: A small problem Pin
Cale Dunlap16-Sep-12 5:14
Cale Dunlap16-Sep-12 5:14 
GeneralMy vote of 5 Pin
Ștefan-Mihai MOGA12-May-12 18:33
professionalȘtefan-Mihai MOGA12-May-12 18:33 
GeneralMy vote of 5 Pin
animageofmine6-May-12 21:10
animageofmine6-May-12 21:10 
GeneralMy vote of 4 Pin
Aescleal27-Apr-12 0:53
Aescleal27-Apr-12 0:53 
GeneralRe: My vote of 4 Pin
Aescleal14-May-12 23:48
Aescleal14-May-12 23:48 
GeneralRe: My vote of 4 Pin
pasztorpisti16-Sep-12 13:24
pasztorpisti16-Sep-12 13:24 
QuestionAAnimal pool Pin
armagedescu26-Apr-12 23:59
armagedescu26-Apr-12 23:59 
AnswerRe: Animal pool Pin
Cosmore21-May-12 3:36
Cosmore21-May-12 3:36 
AnswerRe: Animal pool Pin
dagronf15-Sep-12 13:23
dagronf15-Sep-12 13:23 
GeneralMessage Closed Pin
16-Sep-12 21:19
armagedescu16-Sep-12 21:19 

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

Use Ctrl+Left/Right to switch messages, Ctrl+Up/Down to switch threads, Ctrl+Shift+Left/Right to switch pages.