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  // Build bikes

  vector<Bicycle*> bikes;

  BicycleBuilder* m = new MountainBikeBuilder;

  BicycleBuilder* t = new TouringBikeBuilder;

  BicycleBuilder* r = new RacingBikeBuilder;

  BicycleTechnician tech;

  map<string, size_t>::iterator it = order.begin();

  while (it != order.end()) {

    BicycleBuilder* builder;

    if (it->first == "mountain")

      builder = m;

    else if (it->first == "touring")

      builder = t;

    else if (it->first == "racing")

      builder = r;

    for (size_t i = 0; i < it->second; ++i)

      bikes.push_back(buildMeABike(tech, builder));

    ++it;

  }

  delete m;

  delete t;

  delete r;

  // Display inventory

  for (size_t i = 0; i < bikes.size(); ++i)

    cout << "Bicycle: " << *bikes[i] << endl;

  purge(bikes);

}

/* Output:

Built a MountainBike

Built a MountainBike

Built a RacingBike

Built a RacingBike

Built a RacingBike

Built a TouringBike

Bicycle: { Frame Wheel Seat Derailleur Handlebar Sprocket Shock }

Bicycle: { Frame Wheel Seat Derailleur Handlebar Sprocket Shock }

Bicycle: { Frame Wheel Seat Handlebar Sprocket }

Bicycle: { Frame Wheel Seat Handlebar Sprocket }

Bicycle: { Frame Wheel Seat Handlebar Sprocket }

Bicycle: { Frame Wheel Seat Derailleur Handlebar Sprocket Rack } */ ///:~

Factories: encapsulating object creation

When you discover that you need to add new types to a system, the most sensible first step is to use polymorphism to create a common interface to those new types. This separates the rest of the code in your system from the knowledge of the specific types that you are adding. New types can be added without disturbing existing code … or so it seems. At first it would appear that you need to change the code in such a design only in the place where you inherit a new type, but this is not quite true. You must still create an object of your new type, and at the point of creation you must specify the exact constructor to use. Thus, if the code that creates objects is distributed throughout your application, you have the same problem when adding new types—you must still chase down all the points of your code where type matters. It happens to be the creation of the type that matters in this case rather than the use of the type (which is taken care of by polymorphism), but the effect is the same: adding a new type can cause problems.

The solution is to force the creation of objects to occur through a common factory rather than to allow the creational code to be spread throughout your system. If all the code in your program must go through this factory whenever it needs to create one of your objects, all you must do when you add a new object is modify the factory. This design is a variation of the pattern commonly known as Factory Method. Since every object-oriented program creates objects, and since it’s likely you will extend your program by adding new types, factories may be the most useful of all design patterns.

As an example, let’s revisit the Shape system. One approach to implementing a factory is to define a static member function in the base class:

//: C10:ShapeFactory1.cpp

#include <iostream>

#include <stdexcept>

#include <string>

#include <vector>

#include "../purge.h"

using namespace std;

class Shape {

public:

  virtual void draw() = 0;

  virtual void erase() = 0;

  virtual ~Shape() {}

  class BadShapeCreation : public logic_error {

  public:

    BadShapeCreation(string type)

      : logic_error("Cannot create type " + type)

    {}

  };

  static Shape* factory(const string& type)

    throw(BadShapeCreation);

};

class Circle : public Shape {

  Circle() {} // Private constructor

  friend class Shape;

public:

  void draw() { cout << "Circle::draw\n"; }

  void erase() { cout << "Circle::erase\n"; }

  ~Circle() { cout << "Circle::~Circle\n"; }

};

class Square : public Shape {

  Square() {}

  friend class Shape;

public:

  void draw() { cout << "Square::draw\n"; }

  void erase() { cout << "Square::erase\n"; }

  ~Square() { cout << "Square::~Square\n"; }

};

Shape* Shape::factory(const string& type)

  throw(Shape::BadShapeCreation) {

  if(type == "Circle") return new Circle;

  if(type == "Square") return new Square;

  throw BadShapeCreation(type);

}

char* shlist[] = { "Circle", "Square", "Square",

  "Circle", "Circle", "Circle", "Square", "" };

int main() {

  vector<Shape*> shapes;

  try {

    for(char** cp = shlist; **cp; cp++)

      shapes.push_back(Shape::factory(*cp));

  } catch(Shape::BadShapeCreation e) {

    cout << e.what() << endl;

    purge(shapes);

    return 1;

  }

  for(size_t i = 0; i < shapes.size(); i++) {

    shapes[i]->draw();

    shapes[i]->erase();

  }

  purge(shapes);

} ///:~

The factory( ) function takes an argument that allows it to determine what type of Shape to create; it happens to be a string in this case, but it could be any set of data. The factory( ) is now the only other code in the system that needs to be changed when a new type of Shape is added. (The initialization data for the objects will presumably come from somewhere outside the system and will not be a hard-coded array as in the previous example.)

To ensure that the creation can only happen in the factory( ), the constructors for the specific types of Shape are made private, and Shape is declared a friend so that factory( ) has access to the constructors. (You could also declare only Shape::factory( ) to be a friend, but it seems reasonably harmless to declare the entire base class as a friend.)

Polymorphic factories

The static factory( ) member function in the previous example forces all the creation operations to be focused in one spot, so that’s the only place you need to change the code. This is certainly a reasonable solution, as it nicely encapsulates the process of creating objects. However, Design Patterns emphasizes that the reason for the Factory Method pattern is so that different types of factories can be derived from the basic factory. Factory Method is in fact a special type of polymorphic factory. However, Design Patterns does not provide an example, but instead just repeats the example used for the Abstract Factory. Here is ShapeFactory1.cpp modified so the Factory Methods are in a separate class as virtual functions: