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 may be added without disturbing existing code ... or so it
seems. At first it would appear that the only place you need to change the code
in such a design is 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 typesyou 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.
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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, then all you must do when you add a new object is to modify the
factory.
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Since every object-oriented program
creates objects, and since its very likely you will extend your program
by adding new types, I suspect that factories may be the most universally useful
kinds of design patterns.
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As an example, lets revisit the
Shape system. One approach is to make the
factory a static method of the base class:
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#: c05:shapefact1:ShapeFactory1.py # A simple static factory method. from __future__ import generators import random class Shape(object): # Create based on class name: def factory(type): #return eval(type + "()") if type == "Circle": return Circle() if type == "Square": return Square() assert 1, "Bad shape creation: " + type factory = staticmethod(factory) class Circle(Shape): def draw(self): print "Circle.draw" def erase(self): print "Circle.erase" class Square(Shape): def draw(self): print "Square.draw" def erase(self): print "Square.erase" # Generate shape name strings: def shapeNameGen(n): types = Shape.__subclasses__() for i in range(n): yield random.choice(types).__name__ shapes = \ [ Shape.factory(i) for i in shapeNameGen(7)] for shape in shapes: shape.draw() shape.erase() #:~
The factory( ) 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 not be a
hard-coded array as in the above
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Note that this example also shows the new
Python 2.2 staticmethod( ) technique for creating static methods in
a class.
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I have also used a tool which is new in
Python 2.2 called a generator. A generator is a special case of a
factory: its a factory that takes no arguments in order to create a new
object. Normally you hand some information to a factory in order to tell it what
kind of object to create and how to create it, but a generator has some kind of
internal algorithm that tells it what and how to build. It generates out
of thin air rather than being told what to create.
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Now, this may not look consistent with
the code you see above:
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for i in shapeNameGen(7)
looks
like theres an initialization taking place. This is where a generator is
a bit strange when you call a function that contains a yield
statement (yield is a new keyword that determines that a function is a
generator), that function actually returns a generator object that has an
iterator. This iterator is implicitly used in the for statement above, so
it appears that you are iterating through the generator function, not what it
returns. This was done for convenience of use.
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Thus, the code that you write is actually
a kind of factory, that creates the generator objects that do the actual
generation. You can use the generator explicitly if you want, for example:
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gen = shapeNameGen(7) print gen.next()
So next( )
is the iterator method thats actually called to generate the next object,
and it takes no arguments. shapeNameGen( ) is the factory, and gen
is the generator.
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Inside the generator-factory, you can see
the call to __subclasses__( ), which produces a list of references to
each of the subclasses of Shape (which must be inherited from
object for this to work). You should be aware, however, that this only
works for the first level of inheritance from Item, so if you were to
inherit a new class from Circle, it wouldnt show up in the list
generated by __subclasses__( ). If you need to create a deeper hierarchy
this way, you must recurse the __subclasses__( ) list.
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Also note that in shapeNameGen( )
the statement
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types = Shape.__subclasses__()
Is
only executed when the generator object is produced; each time the next(
) method of this generator object is called (which, as noted above, may
happen implicitly), only the code in the for loop will be executed, so
you dont have wasteful execution (as you would if this were an ordinary
function).
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The static factory( ) method
in the previous example forces all the creation operations to be focused in one
spot, so thats the only place you need to change the code. This is
certainly a reasonable solution, as it throws a box around the process of
creating objects. However, the Design Patterns book emphasizes that the
reason for the Factory Method pattern is so that different types of
factories can be subclassed from the basic factory (the above design is
mentioned as a special case). However, the book does not provide an example, but
instead just repeats the example used for the Abstract Factory
(youll see an example of this in the next section). Here is
ShapeFactory1.py modified so the factory methods are in a separate class
as virtual functions. Notice also that the specific Shape classes are
dynamically loaded on demand:
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#: c05:shapefact2:ShapeFactory2.py # Polymorphic factory methods. from __future__ import generators import random class ShapeFactory: factories = {} def addFactory(id, shapeFactory): ShapeFactory.factories.put[id] = shapeFactory addFactory = staticmethod(addFactory) # A Template Method: def createShape(id): if not ShapeFactory.factories.has_key(id): ShapeFactory.factories[id] = \ eval(id + '.Factory()') return ShapeFactory.factories[id].create() createShape = staticmethod(createShape) class Shape(object): pass class Circle(Shape): def draw(self): print "Circle.draw" def erase(self): print "Circle.erase" class Factory: def create(self): return Circle() class Square(Shape): def draw(self): print "Square.draw" def erase(self): print "Square.erase" class Factory: def create(self): return Square() def shapeNameGen(n): types = Shape.__subclasses__() for i in range(n): yield random.choice(types).__name__ shapes = [ ShapeFactory.createShape(i) for i in shapeNameGen(7)] for shape in shapes: shape.draw() shape.erase() #:~
Now the factory method appears
in its own class, ShapeFactory, as the create( ) method. The
different types of shapes must each create their own factory with a
create( ) method to create an object of their own type. The actual
creation of shapes is performed by calling
ShapeFactory.createShape( ), which is a static method that uses the
dictionary in ShapeFactory to find the appropriate factory object based
on an identifier that you pass it. The factory is immediately used to create the
shape object, but you could imagine a more complex problem where the appropriate
factory object is returned and then used by the caller to create an object in a
more sophisticated way. However, it seems that much of the time you dont
need the intricacies of the polymorphic factory method, and a single static
method in the base class (as shown in ShapeFactory1.py) will work fine.
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Notice that the ShapeFactory must
be initialized by loading its dictionary with factory objects, which takes place
in the static initialization clause of each of the shape implementations.
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The Abstract Factory pattern looks
like the factory objects weve seen previously, with not one but several
factory methods. Each of the factory methods creates a different kind of object.
The idea is that at the point of creation of the factory object, you decide how
all the objects created by that factory will be used. The example given in
Design Patterns implements portability across various graphical user
interfaces (GUIs): you create a factory object appropriate to the GUI that
youre working with, and from then on when you ask it for a menu, button,
slider, etc. it will automatically create the appropriate version of that item
for the GUI. Thus youre able to isolate, in one place, the effect of
changing from one GUI to another.
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As another example suppose you are
creating a general-purpose gaming environment and you want to be able to support
different types of games. Heres how it might look using an abstract
factory:
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#: c05:Games.py # An example of the Abstract Factory pattern. class Obstacle: def action(self): pass class Player: def interactWith(self, obstacle): pass class Kitty(Player): def interactWith(self, obstacle): print "Kitty has encountered a", obstacle.action() class KungFuGuy(Player): def interactWith(self, obstacle): print "KungFuGuy now battles a", obstacle.action() class Puzzle(Obstacle): def action(self): print "Puzzle" class NastyWeapon(Obstacle): def action(self): print "NastyWeapon" # The Abstract Factory: class GameElementFactory: def makePlayer(self): pass def makeObstacle(self): pass # Concrete factories: class KittiesAndPuzzles(GameElementFactory): def makePlayer(self): return Kitty() def makeObstacle(self): return Puzzle() class KillAndDismember(GameElementFactory): def makePlayer(self): return KungFuGuy() def makeObstacle(self): return NastyWeapon() class GameEnvironment: def __init__(self, factory): self.factory = factory self.p = factory.makePlayer() self.ob = factory.makeObstacle() def play(self): self.p.interactWith(self.ob) g1 = GameEnvironment(KittiesAndPuzzles()) g2 = GameEnvironment(KillAndDismember()) g1.play() g2.play() #:~
In this environment,
Player objects interact with Obstacle objects, but there are
different types of players and obstacles depending on what kind of game
youre playing. You determine the kind of game by choosing a particular
GameElementFactory, and then the GameEnvironment controls the
setup and play of the game. In this example, the setup and play is very simple,
but those activities (the initial conditions and the state change)
can determine much of the games outcome. Here, GameEnvironment is
not designed to be inherited, although it could very possibly make sense to do
that.
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This also contains examples of Double
Dispatching and the Factory Method, both of which will be explained
later.
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Of course, the above scaffolding of
Obstacle, Player and GameElementFactory (which was
translated from the Java version of this example) is unnecessary
its only required for languages that have static type checking. As long
as the concrete Python classes follow the form of the required classes, we
dont need any base classes:
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#: c05:Games2.py # Simplified Abstract Factory. class Kitty: def interactWith(self, obstacle): print "Kitty has encountered a", obstacle.action() class KungFuGuy: def interactWith(self, obstacle): print "KungFuGuy now battles a", obstacle.action() class Puzzle: def action(self): print "Puzzle" class NastyWeapon: def action(self): print "NastyWeapon" # Concrete factories: class KittiesAndPuzzles: def makePlayer(self): return Kitty() def makeObstacle(self): return Puzzle() class KillAndDismember: def makePlayer(self): return KungFuGuy() def makeObstacle(self): return NastyWeapon() class GameEnvironment: def __init__(self, factory): self.factory = factory self.p = factory.makePlayer() self.ob = factory.makeObstacle() def play(self): self.p.interactWith(self.ob) g1 = GameEnvironment(KittiesAndPuzzles()) g2 = GameEnvironment(KillAndDismember()) g1.play() g2.play() #:~
Another way to put this is that
all inheritance in Python is implementation inheritance; since Python does its
type-checking at runtime, theres no need to use interface inheritance so
that you can upcast to the base type.
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You might want to study the two examples
for comparison, however. Does the first one add enough useful information about
the pattern that its worth keeping some aspect of it? Perhaps all you
need is tagging classes like this:
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class Obstacle: pass class Player: pass class GameElementFactory: pass
Then
the inheritance serves only to indicate the type of the derived classes.
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