What is the Abstract Factory Design Pattern?
The Abstract Factory design pattern is a creational design pattern that provides an interface for creating families of related or dependent objects without specifying their concrete classes.
The Abstract Factory pattern separates the creation of products from their usage, and allows you to create families of related products without specifying their concrete classes. It provides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes.
The Abstract Factory pattern is often used in conjunction with the factory method pattern, which provides an interface for creating individual objects within a larger class hierarchy. The main difference between the two patterns is that the Abstract Factory pattern provides a way to create a group of related objects, while the factory method pattern provides a way to create an individual object.
In the Abstract Factory pattern, an interface is defined for creating a range of products, and concrete factories are implemented that create products that belong to the same product family. Clients of the factory do not know (or care) which concrete factories they are using, they only know that they will get products that belong to the same product family.
Let’s say you have a toy factory that makes toys. The toy factory has a bunch of different machines that can make all sorts of different toys, like dolls, action figures, and stuffed animals. The toy factory is an example of an abstract factory.
Now, let’s say you have a friend who also has a toy factory, but their factory makes different kinds of toys. Their factory might have machines that make toy cars, toy trucks, and toy planes.
Both toy factories are able to make a bunch of different kinds of toys, but they each have their own special machines that they use to make their own unique toys.
The abstract factory pattern is a way of organizing all of the different machines in a toy factory (or any other kind of factory) so that you can easily make new toys without having to know exactly how each toy is made. All you have to do is tell the toy factory which kind of toy you want, and the factory will take care of the rest!
Here is an example of the Abstract Factory pattern being used to create a toy factory:
public interface IToyFactory
{
IToy CreateToy(string toyType);
}
public class DollToyFactory : IToyFactory
{
public IToy CreateToy(string toyType)
{
switch (toyType)
{
case "Barbie":
return new Barbie();
case "BabyDoll":
return new BabyDoll();
default:
throw new InvalidToyTypeException();
}
}
}
public class ActionFigureToyFactory : IToyFactory
{
public IToy CreateToy(string toyType)
{
switch (toyType)
{
case "Superman":
return new Superman();
case "Batman":
return new Batman();
default:
throw new InvalidToyTypeException();
}
}
}
public interface IToy
{
// ...
}
public class Barbie : IToy
{
// ...
}
public class BabyDoll : IToy
{
// ...
}
public class Superman : IToy
{
// ...
}
public class Batman : IToy
{
// ...
}
To create a Barbie doll using the DollToyFactory, the client code would look like this:
IToyFactory factory = new DollToyFactory();
IToy toy = factory.CreateToy("Barbie");
To create a Superman action figure using the ActionFigureToyFactory, the client code would look like this:
IToyFactory factory = new ActionFigureToyFactory();
IToy toy = factory.CreateToy("Superman");
The toy factory example is a simple demonstration of the Abstract Factory design pattern. The toy factory has a number of different machines that can create different kinds of toys, such as dolls, action figures, and stuffed animals.
The IToyFactory
interface defines a method for creating toys, and the DollToyFactory
and ActionFigureToyFactory
classes are concrete implementations of the interface that create specific types of toys. The IToy
interface defines the properties and behaviors that all toys should have, and the Barbie
, BabyDoll
, Superman
, and Batman
classes are concrete implementations of the IToy
interface that represent specific types of toys.
The client code uses the IToyFactory
interface to create toys, but it doesn't need to know which concrete factory is being used or which concrete toy is being created. It simply calls the CreateToy
method on the factory and specifies the type of toy that it wants, and the factory takes care of the rest.
This allows you to easily change the concrete toys that are created by the factory, without changing the client code that uses the factory. It also allows you to change the concrete factory that is used, in order to create different types of toys. For example, you could use the DollToyFactory
to create dolls, or you could use the ActionFigureToyFactory
to create action figures.
The CreateToy
method in the toy factory example is an example of the Factory Method design pattern.
The Abstract Factory design pattern provides an interface for creating families of related or dependent objects, while the Factory Method design pattern provides an interface for creating individual objects in a super class, but allows subclasses to alter the type of objects that will be created.
In the toy factory example, the CreateToy
method is the factory method. It is defined in the IToyFactory
interface and is implemented by the concrete toy factories (DollToyFactory
and ActionFigureToyFactory
). The CreateToy
method acts as a factory for creating toys, but it allows the concrete toy factories to create specific types of toys based on their needs.
So, the Abstract Factory design pattern is used to define the interface for creating a family of related products, and the Factory Method design pattern is used to create the individual products within that family. The Abstract Factory pattern allows you to easily create families of related products, while the Factory Method pattern allows you to create individual products within those families.
Let’s get in deep a little bit.
One of the main benefits of using the Abstract Factory pattern is that it allows you to pass an abstract factory to a client class, without the client class knowing or caring which concrete factory is being used.
Here is an example of how you might use the toy factory example with a client class that doesn’t know or care which concrete factory is being used:
public class ToyStore
{
public IToy OrderToy(string toyType, IToyFactory factory)
{
IToy toy = factory.CreateToy(toyType);
// Additional toy preparation logic goes here...
return toy;
}
}
In this example, the ToyStore
class has a method called OrderToy
that takes a toy type and an IToyFactory
as parameters. The IToyFactory
is used to create the toy, but the ToyStore
class doesn't need to know or care which concrete factory is being used. It simply calls the CreateToy
method on the factory and specifies the type of toy that it wants.
This allows you to easily change the concrete factory that is used, without changing the ToyStore
class. For example, you could use the DollToyFactory
to create dolls, or you could use the ActionFigureToyFactory
to create action figures. The ToyStore
class doesn't need to know or care which factory is being used, as long as it implements the IToyFactory
interface.
And you can use it on client size like the given below:
IToyFactory dollFactory = new DollToyFactory();
IToyFactory actionFigureFactory = new ActionFigureToyFactory();
ToyStore toyStore = new ToyStore();
IToy barbie = toyStore.OrderToy("Barbie", dollFactory);
IToy superman = toyStore.OrderToy("Superman", actionFigureFactory);
In this example, the client creates two concrete toy factories: a DollToyFactory
and an ActionFigureToyFactory
. It then creates a ToyStore
object and uses it to order a Barbie doll and a Superman action figure.
The ToyStore
class doesn't know or care which concrete factory is being used to create the toys. It simply calls the OrderToy
method and specifies the toy type and the IToyFactory
to use. The IToyFactory
takes care of creating the specific toy that is requested.
Here is an another example of the Abstract Factory pattern being used to create a family of related products for a hotel reservation system:
public interface IHotelFactory
{
IRoom CreateRoom();
IBooking CreateBooking();
}
public class LuxuryHotelFactory : IHotelFactory
{
public IRoom CreateRoom()
{
return new LuxurySuite();
}
public IBooking CreateBooking()
{
return new LuxuryBooking();
}
}
public class EconomyHotelFactory : IHotelFactory
{
public IRoom CreateRoom()
{
return new EconomyRoom();
}
public IBooking CreateBooking()
{
return new EconomyBooking();
}
}
public interface IRoom
{
// ...
}
public interface IBooking
{
// ...
}
public class LuxurySuite : IRoom
{
// ...
}
public class EconomyRoom : IRoom
{
// ...
}
public class LuxuryBooking : IBooking
{
// ...
}
public class EconomyBooking : IBooking
{
// ...
}
To create a luxury hotel reservation, the client code would look like this:
IHotelFactory factory = new LuxuryHotelFactory();
IRoom room = factory.CreateRoom();
IBooking booking = factory.CreateBooking();
To create an economy hotel reservation, the client code would look like this:
IHotelFactory factory = new EconomyHotelFactory();
IRoom room = factory.CreateRoom();
IBooking booking = factory.CreateBooking();
In this example, the IHotelFactory
interface defines methods for creating rooms and bookings, and the LuxuryHotelFactory
and EconomyHotelFactory
classes are concrete implementations of the interface that create specific types of rooms and bookings. The IRoom
and IBooking
interfaces define the properties and behaviors that all rooms and bookings should have, and the LuxurySuite
, EconomyRoom
, LuxuryBooking
, and EconomyBooking
classes are concrete implementations of the IRoom
and IBooking
interfaces that represent specific types of rooms and bookings.
The client code uses the IHotelFactory
interface to create rooms and bookings, but it doesn't need to know or care which concrete factory is being used or which concrete products are being created. It simply calls the appropriate methods on the factory and the factory takes care of the rest. This allows the client to easily create different types of hotel reservations by using different concrete factories, without changing the client code.
Disadvantages
Some potential disadvantages of using the Abstract Factory pattern include:
- It can make it difficult to add new products to the system, since you need to create a new concrete factory and a new concrete product class for each new product.
- It can make the system more complex, since you need to create a separate concrete factory for each product family.
- It can make the code more difficult to read and understand, since you need to understand the relationships between the abstract factory, the concrete factories, and the concrete products.
Conclusion
The purpose of using the Abstract Factory pattern is to provide an interface for creating families of related or dependent objects, without specifying their concrete classes. This allows you to create objects that belong to a particular “product family” and allows you to change the product family easily by changing the concrete factory that you pass to the client code.
Some benefits of using the Abstract Factory pattern include:
- It allows you to easily change the concrete products that are created by the factory, without changing the client code that uses the factory.
- It helps to enforce consistency among the products created by the factory, since all products are created using the same factory.
- It promotes reuse of existing products, since the factory can create new products by combining existing products in different ways.
- It can make it easier to create and configure products, since the factory takes care of the details of creating and assembling the products.
The Abstract Factory pattern is particularly useful when you need to create families of related products that don’t change often, since it can be more difficult to change an abstract factory than it is to change a concrete factory. It is also useful when you want to enforce a certain level of consistency among the products created by the factory, since all products are created using the same factory.
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# Reference
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