Design Pattern (5) - Simple Factory Pattern (簡單工廠模式)
您可於此 design_pattern repo 下載 Design Pattern 系列程式碼。
需求
我們的目標是創建一套能夠根據用戶選擇動態生成飲料對象的點餐系統。首先,讓我們通過UML來分析系統的基本結構。
物件導向分析 (OOA)

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public protocol Beverage { func addSuger(level: Int) func addIce(level: Int) func shake() func packageUp() } public extension Beverage { func addSuger(level: Int) { print("[\(self)] addSuger \(level)") } func addIce(level: Int) { print("[\(self)] addIce \(level)") } func shake() { print("[\(self)] shake") } func packageUp() { print("[\(self)] packageUp") } } public class BlackTea: Beverage { } public class GreenTea: Beverage { } public class BeverageShop { public init() {} public func order(beverageName: String) -> Beverage? { var beverage: Beverage? switch beverageName { case "black tea": beverage = BlackTea() case "green tea": beverage = GreenTea() default: break } beverage?.addSuger(level: 5) beverage?.addIce(level: 5) beverage?.shake() beverage?.packageUp() return beverage } } let beverageShop = BeverageShop() let blackTea = beverageShop.order(beverageName: "black tea") let greenTea = beverageShop.order(beverageName: "green tea")
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interface Beverage { fun addSuger(level: Int) { println("[$this] addSuger $level") } fun addIce(level: Int) { println("[$this] addIce $level") } fun shake() { println("[$this] shake") } fun packageUp() { println("[$this] packageUp") } } class BlackTea: Beverage { } class GreenTea: Beverage { } class BeverageShop { fun order(beverageName: String): Beverage? { val beverage: Beverage? = when (beverageName) { "black tea" -> BlackTea() "green tea" -> GreenTea() else -> null } beverage?.addSuger(5) beverage?.addIce(5) beverage?.shake() beverage?.packageUp() return beverage } }
察覺 Forces
隨著飲料店越來越多新飲品,我們也需要修改 order 方法,但這樣容易影響不會變動的程式碼,於是我們需要找出 需要變動 以及 不需變動 的程式碼,把它們分隔開來
需要變動的程式碼
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switch beverageName { case "black tea": beverage = BlackTea() case "green tea": beverage = GreenTea() // case "milk tea": // beverage = MilkTea() default: break }
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val beverage: Beverage? = when (beverageName) { "black tea" -> BlackTea() "green tea" -> GreenTea() else -> null }
不需變動的程式碼
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beverage?.addSuger(level: 5) beverage?.addIce(level: 5) beverage?.shake() beverage?.packageUp()
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beverage?.addSuger(5) beverage?.addIce(5) beverage?.shake() beverage?.packageUp()
找出後該如何做呢,這時候需要用到 簡單工廠模式 來將其分離
套用 Solution
套用 Simple Factory Pattern 得到新的 Context (Resulting Context)
先來看一下 Simple Factory Pattern 的 UML

其實就是定義一個工廠類別來專門處理創建物件的邏輯 我們來將飲料點餐系統套用 Simple Factory Pattern

物件導向程式設計 (OOP)
再來我們就可以開始進行物件導向程式開發
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open class BeverageFactory { public init() {} func createBeverage(beverageName: String) -> Beverage? { var beverage: Beverage? switch beverageName { case "black tea": beverage = BlackTea() case "green tea": beverage = GreenTea() default: break } return beverage } } public class BeverageShop { private let factory: BeverageFactory public init(factory: BeverageFactory) { self.factory = factory } public func order(beverageName: String) -> Beverage? { let beverage: Beverage? = factory.createBeverage(beverageName: beverageName) beverage?.addSuger(level: 5) beverage?.addIce(level: 5) beverage?.shake() beverage?.packageUp() return beverage } } let beverageShop = BeverageShop(factory: BeverageFactory()) let blackTea = beverageShop.order(beverageName: "black tea") let greenTea = beverageShop.order(beverageName: "green tea")
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class BeverageFactory { fun createBeverage(beverageName: String): Beverage? { return when (beverageName) { "black tea" -> BlackTea() "green tea" -> GreenTea() else -> null } } } class BeverageShop(private val factory: BeverageFactory) { fun order(beverageName: String): Beverage? { val beverage: Beverage? = factory.createBeverage(beverageName) beverage?.addSuger(5) beverage?.addIce(5) beverage?.shake() beverage?.packageUp() return beverage } } val beverage = BeverageShop(BeverageFactory()) val blackTea = beverage.order("black tea") val greenTea = beverage.order("green tea")
透過簡單工廠模式,我們就將 需要變動 以及 不需變動 的程式碼成功分隔開來,當要修改菜單時,只需修改 BeverageFactory 即可,不會影響到其他程式碼。
簡單工廠其實不是設計模式,反而比較像是一種編成習慣
有些開發者的確是把這個編成習慣誤認為 工廠模式 (Factory Pattern)
不要因為簡單工廠不是一個 真正的 模式,就忽略了它的用法。
– Head First Design Pattern Ch.4 P.117
總結
簡單工廠雖然不是 23 個設計模式之中的一種,但它非常簡單,且能訓練我們將變動及不會變動的程式碼分離的習慣 來看一下我們在簡單工廠用到了哪些 Design Principle
- Encapsulate What Varies
- Single Responsibility Principle
下一篇正式進入 23 個 Design Pattern 的第一個 Factory Method Pattern 工廠方法模式
參考
- Head First Design Patterns
- 大話設計模式
- Advanced Design Patterns: Design Principles
- Programming Foundations: Design Patterns
- Design Patterns: Creational
- 水球潘 - Design Pattern 之路
Note: 如果有任何建議、問題或不同想法,歡迎留言或寄信給我,可以一起討論進步成長🙂
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