add 03.AbstractFactory.md
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回顾之前的设计模式,简单工厂模式所有逻辑都封装在工厂类中,工厂根据客户提供的产品名字创建对应产品的对象实例;工厂方法模式将产品的创建过程放到了具体工厂类中,每一个工厂可以创建一个具体产品,由此可能会创建许多工厂类。很多时候,**一个工厂不只是生产一种产品,而是生产一类产品**,比如一个体育用品工厂,可以生产篮球、足球、排球等多种产品。此时我们可以把这些相关的产品归纳为一个“产品族”,由同一个工厂来生产,这即是Jungle今天要学习的抽象工厂模式。
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# 1.抽象工厂模式简介
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抽象工厂模式是常用的创建型设计模式之一。而今天Jungle要学习的抽象工厂模式,其抽象程度更高,每一个具体工厂可以生产一组相关的具体产品对象。
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抽象工厂模式定义:
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```
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抽象工厂模式:
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提供一个创建一系列相关或相互依赖对象的接口,而无需指定他们具体的类。
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```
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简言之,一个工厂可以提供创建多种相关产品的接口,而无需像工厂方法一样,为每一个产品都提供一个具体工厂。
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# 2.抽象工厂模式结构
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抽象工厂模式结构与工厂方法模式结构类似,不同之处在于,一个具体工厂可以生产多种同类相关的产品:
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- **抽象工厂(AbstractFactory)**:所有生产具体产品的工厂类的基类,提供工厂类的公共方法;
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- **具体工厂(ConcreteFactory)**:生产具体的产品
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- **抽象产品(AbstractProduct)**:所有产品的基类,提供产品类的公共方法
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- **具体产品(ConcreteProduct)**:具体的产品类
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抽象工厂模式UML类图如下:
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结合抽象工厂模式定义和UML,可以看到具体工厂ConcreteFactory_A可以生产两种产品,分别是ConcreteProduct_A_1和ConcreteProduct_A_2,另一个具体工厂ConcreteFactory_B同理。客户端使用时,需要声明一个抽象工厂*AbstractFactory*和两个抽象产品*AbstractProduct*。
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# 3.抽象工厂模式代码实例
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考虑这样一个场景,如下图:
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```
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Jungle想要进行户外运动,它可以选择打篮球和踢足球。
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但这次Jungle不想弄脏原本穿的T恤,所以Jungle还需要穿球衣,打篮球就穿篮球衣,踢足球就穿足球衣。
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篮球保管室可以提供篮球和篮球衣,足球保管室可以提供足球和足球衣。
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Jungle只要根据心情去某个保管室,就可以换上球衣、拿上球,然后就可以愉快地玩耍了。
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```
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对应的UML实例图如下图:
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## 3.1.定义产品类
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### 3.1.1.产品类Ball
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- 抽象产品类AbstractBall, 球类的基类,定义抽象方法play
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```
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//抽象产品类AbstractBall
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class AbstractBall
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{
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public:
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AbstractBall(){}
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//抽象方法:
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virtual void play() = 0;
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virtual ~AbstractBall() {}
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};
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```
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- 具体产品类, 分别为Basketball和Football,具体实现方法play
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```
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//具体产品类Basketball
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class Basketball :public AbstractBall
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{
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public:
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Basketball(){
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play();
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}
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//具体实现方法
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void play(){
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printf("Jungle play Basketball\n\n");
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}
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};
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//具体产品类Football
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class Football :public AbstractBall
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{
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public:
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Football(){
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play();
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}
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//具体实现方法
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void play(){
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printf("Jungle play Football\n\n");
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}
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};
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```
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### 3.1.2.产品类Shirt
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- 抽象产品类AbstractShirt:球衣类的基类,定义抽象方法wearShirt
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```
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//抽象产品类AbstractShirt
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class AbstractShirt
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{
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public:
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AbstractShirt(){}
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//抽象方法:
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virtual void wearShirt() = 0;
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virtual ~AbstractShirt(){}
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};
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```
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- 具体产品类BasketballShirt和FootballShirt,具体实现方法wearShirt
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```
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//具体产品类BasketballShirt
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class BasketballShirt :public AbstractShirt
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{
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public:
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BasketballShirt(){
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wearShirt();
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}
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//具体实现方法
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void wearShirt(){
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printf("Jungle wear Basketball Shirt\n\n");
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}
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};
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//具体产品类FootballShirt
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class FootballShirt :public AbstractShirt
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{
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public:
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FootballShirt(){
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wearShirt();
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}
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//具体实现方法
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void wearShirt(){
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printf("Jungle wear Football Shirt\n\n");
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}
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};
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```
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## 3.2.定义工厂类
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- 定义抽象工厂AbstractFactory,声明两个方法getBall和getShirt
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```
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//抽象工厂类
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class AbstractFactory
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{
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public:
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virtual AbstractBall *getBall() = 0;
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virtual AbstractShirt *getShirt() = 0;
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virtual ~AbstractFactory(){}
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};
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```
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- 定义具体工厂BasketballFactory和FootballFactory,重新具体实现两个方法getBall和getShirt
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```
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//具体工厂类BasketballFactory
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class BasketballFactory :public AbstractFactory
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{
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public:
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BasketballFactory(){
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printf("BasketballFactory\n");
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}
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AbstractBall *getBall(){
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printf("Jungle get basketball\n");
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return new Basketball();
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}
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AbstractShirt *getShirt(){
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printf("Jungle get basketball shirt\n");
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return new BasketballShirt();
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}
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};
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//具体工厂类BasketballFactory
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class FootballFactory :public AbstractFactory
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{
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public:
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FootballFactory(){
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printf("FootballFactory\n");
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}
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AbstractBall *getBall(){
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printf("Jungle get football\n");
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return new Football();
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}
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AbstractShirt *getShirt(){
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printf("Jungle get football shirt\n");
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return new FootballShirt();
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}
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};
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```
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## 3.3.客户端使用方法示例
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```
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#include <iostream>
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#include "AbstractFactory.h"
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int main()
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{
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printf("抽象工厂模式\n");
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//定义工厂类对象和产品类对象
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AbstractFactory *fac = nullptr;
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AbstractBall *ball = nullptr;
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AbstractShirt *shirt = nullptr;
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fac = new BasketballFactory();
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ball = fac->getBall();
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shirt = fac->getShirt();
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delete ball;
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ball = nullptr;
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delete shirt;
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shirt = nullptr;
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delete fac;
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fac = nullptr;
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fac = new FootballFactory();
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ball = fac->getBall();
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shirt = fac->getShirt();
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delete ball;
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ball = nullptr;
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delete shirt;
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shirt = nullptr;
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delete fac;
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fac = nullptr;
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system("pause");
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return 0;
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}
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```
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## 3.4.效果
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```
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抽象工厂模式
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BasketballFactory
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Jungle get basketball
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Jungle play Basketball
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Jungle get basketball shirt
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Jungle wear Basketball Shirt
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FootballFactory
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Jungle get football
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Jungle play Football
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Jungle get football shirt
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Jungle wear Football Shirt
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```
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# 4.抽象工厂模式总结
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抽象工厂模式中,如果需要新增加一个系列的产品,比如足球系列,只需增加一族新的具体产品类(抽象和具体)并提供一个对应的工厂类即可。但是,如果要在已有的产品族里增加另一个产品,比如Jungle打篮球,除了需要篮球和篮球衣外,**Jungle还想换双篮球鞋**,这时候该怎么办呢?是不是要去修改BasketballFactory呢?由此,Jungle总结了抽象工厂模式的特点:
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## 优点:
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- 工厂方法用于创建客户所需产品,同时向客户隐藏某个具体产品类将被实例化的细节,用户只需关心所需产品对应的工厂;
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- 新加入产品系列时,无需修改原有系统,增强了系统的可扩展性,符合开闭原则。
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## 缺点:
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- 在已有产品系列中添加新产品时需要修改抽象层代码,对原有系统改动较大,违背开闭原则
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## 适用环境:
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- 一系列/一族产品需要被同时使用时,适合使用抽象工厂模式;
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- 产品结构稳定,设计完成之后不会向系统中新增或剔除某个产品
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