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ABSTRACT FACTORY PATTERN VS FACTORY METHOD
What's the difference between Abstract Factory Pattern and Factory Method?
Abstract Factory design pattern creates Factory.
Factory design pattern creates Products.
#include <iostream>
class Button
{
public:
virtual void paint() = 0;
};
class WinButton : public Button
{
public:
void paint (){
std::cout << " Window Button \n";
}
};
class MacButton : public Button
{
public:
void paint (){
std::cout << " Mac Button \n";
}
};
class ScrollBar
{
public:
virtual void paint() = 0;
};
class WinScrollBar : public ScrollBar
{
public:
void paint (){
std::cout << " Window ScrollBar \n";
}
};
class MacScrollBar : public ScrollBar {
public:
void paint (){
std::cout << " Mac ScrollBar \n";
}
};
class GUIFactory
{
public:
virtual Button* createButton () = 0;
virtual ScrollBar* createScrollBar () = 0;
};
class WinFactory : public GUIFactory
{
public:
Button* createButton (){
return new WinButton;
}
ScrollBar* createScrollBar (){
return new WinScrollBar;
}
};
class MacFactory : public GUIFactory
{
public:
Button* createButton (){
return new MacButton;
}
ScrollBar* createScrollBar (){
return new MacScrollBar;
}
};
int main()
{
GUIFactory* guiFactory;
Button *btn;
ScrollBar *sb;
guiFactory = new MacFactory;
btn = guiFactory->createButton();
btn -> paint();
sb = guiFactory->createScrollBar();
sb -> paint();
guiFactory = new WinFactory;
btn = guiFactory->createButton();
btn -> paint();
sb = guiFactory->createScrollBar();
sb -> paint();
return 0;
}
Now if we add iPhone factory also we make minimal change in code
#include <iostream>
class Button
{
public:
virtual void paint() = 0;
};
class WinButton : public Button
{
public:
void paint (){
std::cout << " Window Button \n";
}
};
class MacButton : public Button
{
public:
void paint (){
std::cout << " Mac Button \n";
}
};
class iPhoneButton : public Button
{
public:
void paint (){
std::cout << " iPhone Button \n";
}
};
class ScrollBar
{
public:
virtual void paint() = 0;
};
class WinScrollBar : public ScrollBar
{
public:
void paint (){
std::cout << " Window ScrollBar \n";
}
};
class MacScrollBar : public ScrollBar
{
public:
void paint (){
std::cout << " Mac ScrollBar \n";
}
};
class iPhoneScrollBar : public ScrollBar
{
public:
void paint (){
std::cout << " iPhone ScrollBar \n";
}
};
class GUIFactory
{
public:
virtual Button* createButton () = 0;
virtual ScrollBar* createScrollBar () = 0;
};
class WinFactory : public GUIFactory
{
public:
Button* createButton (){
return new WinButton;
}
ScrollBar* createScrollBar (){
return new WinScrollBar;
}
};
class MacFactory : public GUIFactory
{
public:
Button* createButton (){
return new MacButton;
}
ScrollBar* createScrollBar (){
return new MacScrollBar;
}
};
class iPhoneFactory : public GUIFactory
{
public:
Button* createButton (){
return new iPhoneButton;
}
ScrollBar* createScrollBar (){
return new iPhoneScrollBar;
}
};
int main()
{
GUIFactory* guiFactory;
Button *btn;
ScrollBar *sb;
guiFactory = new MacFactory;
btn = guiFactory->createButton();
btn -> paint();
sb = guiFactory->createScrollBar();
sb -> paint();
guiFactory = new WinFactory;
btn = guiFactory->createButton();
btn -> paint();
sb = guiFactory->createScrollBar();
sb -> paint();
guiFactory = new iPhoneFactory;
btn = guiFactory->createButton();
btn -> paint();
sb = guiFactory->createScrollBar();
sb -> paint();
return 0;
}