Abstract Factory
Also known as¶
- Kit
Intent¶
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Explanation¶
Real-world example¶
To create a kingdom we need objects with a common theme. The elven kingdom needs an elven king, elven castle, and elven army whereas the orcish kingdom needs an orcish king, orcish castle, and orcish army. There is a dependency between the objects in the kingdom.
In plain words¶
A factory of factories; a factory that groups the individual but related/dependent factories together without specifying their concrete classes.
Wikipedia says¶
The abstract factory pattern provides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes.
Programmatic Example¶
Translating the kingdom example above. First of all, we have some interfaces and implementations for the objects in the kingdom.
internal interface Castle {
val description: String
}
internal interface King {
val description: String
}
internal interface Army {
val description: String
}
// Elven implementations ->
internal class ElfCastle : Castle {
override val description = "This is the elven castle!"
}
internal class ElfKing : King {
override val description = "This is the elven king!"
}
internal class ElfArmy : Army {
override val description = "This is the elven army!"
}
// Orcish implementations similarly -> ...
Then we have the abstraction and implementations for the kingdom factory.
internal interface KingdomFactory {
fun createCastle(): Castle
fun createKing(): King
fun createArmy(): Army
}
internal class ElfKingdomFactory : KingdomFactory {
override fun createCastle() = ElfCastle()
override fun createKing() = ElfKing()
override fun createArmy() = ElfArmy()
}
internal class OrcKingdomFactory : KingdomFactory {
override fun createCastle() = OrcCastle()
override fun createKing() = OrcKing()
override fun createArmy() = OrcArmy()
}
Now we have the abstract factory that lets us make a family of related objects -- the elven kingdom factory creates elven castle, king and army, etc.
val factory = ElfKingdomFactory()
val castle = factory.createCastle()
val king = factory.createKing()
val army = factory.createArmy()
castle.description
king.description
army.description
Program output:
We also created a FactoryMaker, responsible for
returning an instance of either ElfKingdomFactory or
OrcKingdomFactory. The client can use FactoryMaker
to create the desired concrete factory which, in turn,
will produce different concrete objects (derived from
Army, King, Castle). We also used an enum to
parameterize which type of kingdom factory the client
will ask for.
internal data class Kingdom(
val king: King,
val castle: Castle,
val army: Army,
) {
object FactoryMaker {
enum class KingdomType {
ELF,
ORC,
}
fun makeFactory(type: KingdomType): KingdomFactory =
when (type) {
KingdomType.ELF -> ElfKingdomFactory()
KingdomType.ORC -> OrcKingdomFactory()
}
}
}
Now we can use the abstract factory to create the kingdoms:
logger.info("elf kingdom")
val elfKingdom = createKingdom(KingdomType.ELF)
logger.info(elfKingdom.army.description)
logger.info(elfKingdom.castle.description)
logger.info(elfKingdom.king.description)
logger.info("orc kingdom")
val orcKingdom = createKingdom(KingdomType.ORC)
logger.info(orcKingdom.army.description)
logger.info(orcKingdom.castle.description)
logger.info(orcKingdom.king.description)
Program output:
elf kingdom
This is the elven army!
This is the elven castle!
This is the elven king!
orc kingdom
This is the orc army!
This is the orc castle!
This is the orc king!
Class diagram¶
classDiagram
namespace KingdomNs {
class Kingdom {
+king King
+castle Castle
+army Army
}
class FactoryMaker {
+makeFactory(KingdomType) KingdomFactory
}
class KingdomType {
<<enumeration>>
ELF
ORC
}
}
class Army {
<<interface>>
+description String
}
class Castle {
<<interface>>
+description String
}
class King {
<<interface>>
+description String
}
class KingdomFactory {
<<interface>>
+createArmy() Army
+createCastle() Castle
+createKing() King
}
class ElfArmy {
+description String
}
class ElfCastle {
+description String
}
class ElfKing {
+description String
}
class ElfKingdomFactory {
+createArmy() Army
+createCastle() Castle
+createKing() King
}
class OrcArmy {
+description String
}
class OrcCastle {
+description String
}
class OrcKing {
+description String
}
class OrcKingdomFactory {
+createArmy() Army
+createCastle() Castle
+createKing() King
}
FactoryMaker ..> KingdomFactory : creates
FactoryMaker --> KingdomType : uses
Kingdom --> King : king
Kingdom --> Castle : castle
Kingdom --> Army : army
ElfArmy ..|> Army
ElfCastle ..|> Castle
ElfKing ..|> King
ElfKingdomFactory ..|> KingdomFactory
OrcArmy ..|> Army
OrcCastle ..|> Castle
OrcKing ..|> King
OrcKingdomFactory ..|> KingdomFactory
Applicability¶
Use the Abstract Factory pattern when:
- The system should be independent of how its products are created, composed, and represented.
- The system should be configured with one of multiple families of products.
- A family of related product objects is designed to be used together, and you need to enforce this constraint.
- You want to provide a class library of products, and you want to reveal just their interfaces, not their implementations.
Consequences¶
Benefits:
- Easily switch between product families without code modifications.
- Client code only interacts with abstract interfaces, promoting decoupling and maintainability.
Trade-offs:
- Adding new product types requires changes to the abstract factory interface and all its implementations.
- The code becomes more complex due to the many interfaces and classes introduced.
Related Patterns¶
- Factory Method: Abstract Factory uses factory methods to create products.
- Factory: A simpler version that does not deal with families of products.