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Simple Factory Mode
Basically everyone has a music player in their mobile phone. The currently popular players are: QQ Music, Kugou Music , Sogou Music, NetEase Cloud Music, Tiantian Dongting, etc. The following is a piece of code about playing music:
if ($type == 'QQ') { $player = new QQPlayer(); } else if ($type == 'Wy') { $player = new WyPlayer(); } else if ($type == 'KG') { $player = new KGPlayer(); } else { $palyer = null; } $player->on(); // 打开播放器 $player->choiceMusic('我不配'); // 选择歌曲 $player->play(); // 开始播放
In order to make the code logic clearer and more readable, we must be good at encapsulating functionally independent code blocks into functions. According to this design idea, we can extract the conditional branches and place them in a separate method in a class. This class can be called the simple factory pattern.
Definition of simple factory pattern: A class can obtain different instances based on different parameters. Generally, these created instances have the same parent class.
Static factory pattern: Generally, we set the methods used to create different instances in the simple factory pattern as static methods to avoid creating multiple identical instances.
Let’s rewrite the above code using the simple factory pattern
class MusicPlayerFactory { public static function create ($type) { if ($type == 'QQ') { $player = new QQPlayer(); } else if ($type == 'Wy') { $player = new WyPlayer(); } else if ($type == 'KG') { $player = new KGPlayer(); } else { $player = null; } return $player; } } // 业务代码修改如下 $player = MusicPlayerFactory:create('QQ'); $player->on(); // 打开播放器 $player->choiceMusic('我不配'); // 选择歌曲 $player->play(); // 开始播放
For the above simple factory pattern, if we need to add a new music player, we will definitely modify it The create method of MusicPlayerFactory is somewhat inconsistent with the "opening and closing principle". There are not many such conditional branches, and the creation of other classes is also very simple. It is completely possible to use the simple factory pattern. If you have to remove the if branch logic and make it comply with the "opening and closing principle", then you can use the factory method to achieve it. For factory methods, it is not necessarily better than the simple factory pattern. Although its scalability is better, it sacrifices readability.
Factory method pattern
Definition: In the factory method pattern, the factory parent class is responsible for defining the public interface for creating product objects, and the factory child The class is responsible for generating specific product objects. The purpose of this is to delay the instantiation operation of the product class to the factory subclass, that is, the factory subclass is used to determine which specific product class should be instantiated.
Now we use "polymorphism" to eliminate the if branch structure of the simple factory pattern above. The implemented code is as follows:
interface IMusicPlayerFactory { static function create (); } class QQPlayerFactory implements IMusicPlayerFactory { public static function create () { return new QQPlayer(); } } class WyPlayerFactory implements IMusicPlayerFactory { public static function create () { return new WyPlayer(); } } class KGPlayerFactory implements IMusicPlayerFactory { public static function create () { return new KGPlayer(); } } // 业务代码修改如下 if ($type == 'QQ') { $player = QQPlayerFactory::create(); } else if ($type == 'Wy') { $player = WyPlayerFactory::create(); } else if ($type == 'KG') { $player = KGPlayerFactory::create(); } else { throw new \Exception('...'); } $player->on(); // 打开播放器 $player->choiceMusic('我不配'); // 选择歌曲 $player->play(); // 开始播放
As you can see, the problem has returned to the original point, and the if conditional branch structure appears again in the business code. So how to solve this problem?
We can create a simple factory for the factory class to create factory class objects. The new simple factory code is as follows:
class MusicPlayerFactoryMap { const Players = [ 'QQ' => 'QQPlayerFactory', 'Wy' => 'WyPlayerFactory', 'KG' => 'KGPlayerFactory' ]; public static function getPlayerFactory (string $type) { if (empty($type)) { return null; } return (self::Players[$type])::create(); } } // 业务代码修改如下 $palyer = MusicPlayerFactoryMap::getPlayerFactory('QQ') $player->on(); // 打开播放器 $player->choiceMusic('我不配'); // 选择歌曲 $player->play(); // 开始播放
As you can see, using the factory pattern, the structure becomes much more complex than before. We only recommend using the factory method pattern if the process of creating an instance is copied.
Abstract Factory Pattern
The abstract factory pattern is used in special scenarios and is rarely used. In the factory method pattern, specific factories are responsible for producing specific products, and each factory corresponds to a specific product. But sometimes, we need a factory that can create multiple product objects instead of a single product.
Let’s take a look at an example: The target computer factory is responsible for producing computers for sale. We know that a computer is composed of a host, a keyboard, a monitor and a mouse. Currently, the Target Computer City only produces three types of computers, low-profile, mid-range and high-profile. Computers with different configurations use different host brands, monitor brands, etc. of.
The hosts currently include: Kirin host, Thunder host, Winter host
The keyboards currently include: Rapoo, Logitech, Razer
The monitors currently include: aoc, hkc, BenQ
Mouses currently include: Logitech, Spirit Snake, and Founder
The top version of the computer is composed of Kirin host, Rapoo keyboard, AOC monitor, and Logitech mouse, and the mid-range version is composed of...
The code for the host is as follows:
interface Host { static function createHost (); } class DrHost implements Host { public static function createHost() { echo '创建冬日主机' . PHP_EOL; } } class QlHost implements Host { public static function createHost() { echo '创建麒麟主机' . PHP_EOL; } } class LtHost implements Host { public static function createHost() { echo '创建雷霆主机' . PHP_EOL; } }
Similarly, to create a keyboard, monitor, and mouse, the code will not be posted here.
Now, we define an interface for creating computers.
interface ComputerFactory { static function createHost (); static function createKeyboard (); static function createMonitor (); static function createMouse (); }
Then complete three specific factories for creating low-end, mid-end and high-end computers.
class GreatComputerFactory implements ComputerFactory { public static function createHost() { QlHost::createHost(); } public static function createKeyboard() { LbKeyboard::createKeyboard(); } public static function createMonitor() { AocMonitor::createMonitor(); } public static function createMouse() { LjMouse::createMouse(); } } class GoodComputerFactory implements ComputerFactory { public static function createHost() { LtHost::createHost(); } public static function createKeyboard() { LjKeyboard::createKeyboard(); } public static function createMonitor() { HkcMonitor::createMonitor(); } public static function createMouse() { LsMouse::createMouse(); } } class NormalComputerFactory implements ComputerFactory { public static function createHost() { DrHost::createHost(); } public static function createKeyboard() { LsKeyboard::createKeyboard(); } public static function createMonitor() { BenqMonitor::createMonitor(); } public static function createMouse() { FzMouse::createMouse(); } }
Now you can create a specific computer
class GreatComputer { public function __construct() { echo '高配电脑' . PHP_EOL; GreatComputerFactory::createHost(); GreatComputerFactory::createKeyboard(); GreatComputerFactory::createMonitor(); GreatComputerFactory::createMouse(); } } class GoodComputer { public function __construct() { echo '中配电脑' . PHP_EOL; GoodComputerFactory::createHost(); GoodComputerFactory::createKeyboard(); GoodComputerFactory::createMonitor(); GoodComputerFactory::createMouse(); } } class NormalComputer { public function __construct() { echo '低配电脑' . PHP_EOL; NormalComputerFactory::createHost(); NormalComputerFactory::createKeyboard(); NormalComputerFactory::createMonitor(); NormalComputerFactory::createMouse(); } }
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