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  Template Based Object Factory
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This is a simple template based factory that allows for the type safe creation of objects from different object hierarchies. It is based on the Prototype Factory design pattern except it uses template function objects ( Functors ) to perform the creation of the objects instead of calling a clone() method on the registered prototype object. The design has the additional benefit of a small memory footprint for the factory compared to a comparative prototype based factory and without the need for an intrusive clone() method, i.e. for third party classes. This is an example and is only intended to highlight the possible uses in your own systems if however it does inspire you, then at least give me some credit for the inspiration.

Contact details:

Stuart McConnell

Download Associated File: object_test.cxx (2,295 bytes)

// Copyright (c) 2000 Stuart McConnell

#if defined ( WIN32 )
#pragma warning ( disable : 4786 )

#include <iostream> #include <string> #include <map> using namespace std;

// template based factory template <typename T> class factory { public: typedef typename T base_type;

class creator_base { public: base_type* operator()() { return create(); } virtual base_type* create() const = 0; };

template <typename D> class creator : public creator_base { public: typedef typename D derived_type; virtual base_type* create() const { return new derived_type(); } };

typedef std::map<std::string, creator_base*> string_creator_map;

void register_object( const std::string& classname, creator_base* creator ) { string_creator_map::iterator iter = _classes.find( classname ); if ( iter == _classes.end() ) { _classes[classname] = creator; } }

base_type* create_object( const std::string& classname ) { base_type* obj = 0; string_creator_map::iterator iter = _classes.find( classname );

if ( iter != _classes.end() ) { obj = (*(*iter).second)(); }

return obj; }

protected: string_creator_map _classes; };

// sample test program with an example object hierarchy class object {};

class game_object : public object {};

class light_object : public object {};

// create an instance of a factory for 'object' derived classes static factory<object> f;

// simple wrapper for creating an object object* create( const std::string& classname ) { object* obj = f.create_object( classname ); cout << "create_object(" << classname << ")\t:\t" << ( (obj) ? "successful" : "failed") << endl << endl; return obj; }

int main( int argc, char* argv[] ) { // register the sample derived objects f.register_object( "game_object", new factory<object>::creator<game_object>() ); f.register_object( "light_object", new factory<object>::creator<light_object>() );

// try to create instances of the objects object* game = create( "game_object" ); object* light = create( "light_object" ); object* other = create( "other_object" );

// cleanup delete game; delete light; delete other;

return 0; }

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