Complete Guide to C++ Factory Pattern | Encapsulation and Scalability in Object Creation

Complete Guide to C++ Factory Pattern | Encapsulation and Scalability in Object Creation

이 글의 핵심

A complete guide to Factory Pattern. Covers Simple Factory, Factory Method, Abstract Factory, and Auto-Register Factory.

What is the Factory Pattern? Why Do We Need It?

Problem Scenario: Redundant Object Creation Logic and Dependencies

Problem: When client code directly depends on concrete classes, adding new types requires modifying all client code.

// Client code (bad example)
std::unique_ptr<Logger> logger;
if (config == "console") {
    logger = std::make_unique<ConsoleLogger>();
} else if (config == "file") {
    logger = std::make_unique<FileLogger>();
} else if (config == "network") {
    logger = std::make_unique<NetworkLogger>();
}
// Adding a new type requires modifying all clients

Solution: The Factory Pattern encapsulates the object creation logic, allowing clients to depend only on the interface, while the Factory determines the concrete class.

// Factory
class LoggerFactory {
public:
    static std::unique_ptr<Logger> create(const std::string& type) {
        if (type == "console") return std::make_unique<ConsoleLogger>();
        if (type == "file") return std::make_unique<FileLogger>();
        if (type == "network") return std::make_unique<NetworkLogger>();
        return nullptr;
    }
};

// Client code (good example)
auto logger = LoggerFactory::create(config);
logger->log("Hello");
// Adding a new type requires modifying only the Factory
flowchart TD
    client["Client"]
    factory["LoggerFactory::create(type)"]
    console["ConsoleLogger"]
    file["FileLogger"]
    network["NetworkLogger"]
    
    client --> factory
    factory --> console
    factory --> file
    factory --> network

Table of Contents

  1. Simple Factory
  2. Factory Method
  3. Abstract Factory
  4. Auto-Register Factory
  5. Common Errors and Solutions
  6. Production Patterns
  7. Complete Example: Plugin System

1. Simple Factory

Basic Structure

#include <memory>
#include <string>
#include <iostream>

class Shape {
public:
    virtual void draw() const = 0;
    virtual ~Shape() = default;
};

class Circle : public Shape {
public:
    void draw() const override {
        std::cout << "Drawing Circle\n";
    }
};

class Rectangle : public Shape {
public:
    void draw() const override {
        std::cout << "Drawing Rectangle\n";
    }
};

class ShapeFactory {
public:
    static std::unique_ptr<Shape> create(const std::string& type) {
        if (type == "circle") {
            return std::make_unique<Circle>();
        } else if (type == "rectangle") {
            return std::make_unique<Rectangle>();
        }
        return nullptr;
    }
};

int main() {
    auto shape = ShapeFactory::create("circle");
    if (shape) {
        shape->draw();  // "Drawing Circle"
    }
}

2. Factory Method

Extending Factories via Inheritance

#include <memory>
#include <iostream>

class Document {
public:
    virtual void open() = 0;
    virtual ~Document() = default;
};

class PDFDocument : public Document {
public:
    void open() override {
        std::cout << "Opening PDF\n";
    }
};

class WordDocument : public Document {
public:
    void open() override {
        std::cout << "Opening Word\n";
    }
};

// Creator (Factory Method pattern)
class Application {
public:
    virtual std::unique_ptr<Document> createDocument() = 0;
    
    void newDocument() {
        auto doc = createDocument();
        doc->open();
    }
    
    virtual ~Application() = default;
};

class PDFApplication : public Application {
public:
    std::unique_ptr<Document> createDocument() override {
        return std::make_unique<PDFDocument>();
    }
};

class WordApplication : public Application {
public:
    std::unique_ptr<Document> createDocument() override {
        return std::make_unique<WordDocument>();
    }
};

int main() {
    std::unique_ptr<Application> app = std::make_unique<PDFApplication>();
    app->newDocument();  // "Opening PDF"
}

3. Abstract Factory

#include <memory>
#include <iostream>

// Product families
class Button {
public:
    virtual void render() = 0;
    virtual ~Button() = default;
};

class Checkbox {
public:
    virtual void render() = 0;
    virtual ~Checkbox() = default;
};

// Windows products
class WindowsButton : public Button {
public:
    void render() override {
        std::cout << "Rendering Windows Button\n";
    }
};

class WindowsCheckbox : public Checkbox {
public:
    void render() override {
        std::cout << "Rendering Windows Checkbox\n";
    }
};

// Mac products
class MacButton : public Button {
public:
    void render() override {
        std::cout << "Rendering Mac Button\n";
    }
};

class MacCheckbox : public Checkbox {
public:
    void render() override {
        std::cout << "Rendering Mac Checkbox\n";
    }
};

// Abstract Factory
class GUIFactory {
public:
    virtual std::unique_ptr<Button> createButton() = 0;
    virtual std::unique_ptr<Checkbox> createCheckbox() = 0;
    virtual ~GUIFactory() = default;
};

class WindowsFactory : public GUIFactory {
public:
    std::unique_ptr<Button> createButton() override {
        return std::make_unique<WindowsButton>();
    }
    
    std::unique_ptr<Checkbox> createCheckbox() override {
        return std::make_unique<WindowsCheckbox>();
    }
};

class MacFactory : public GUIFactory {
public:
    std::unique_ptr<Button> createButton() override {
        return std::make_unique<MacButton>();
    }
    
    std::unique_ptr<Checkbox> createCheckbox() override {
        return std::make_unique<MacCheckbox>();
    }
};

int main() {
    std::unique_ptr<GUIFactory> factory;
    
#ifdef _WIN32
    factory = std::make_unique<WindowsFactory>();
#else
    factory = std::make_unique<MacFactory>();
#endif
    
    auto button = factory->createButton();
    auto checkbox = factory->createCheckbox();
    
    button->render();
    checkbox->render();
}

4. Auto-Register Factory

Automatic Registration Without Macros

#include <memory>
#include <string>
#include <map>
#include <functional>
#include <iostream>

class Product {
public:
    virtual void use() = 0;
    virtual ~Product() = default;
};

class ProductA : public Product {
public:
    void use() override {
        std::cout << "Using Product A\n";
    }
};

class ProductB : public Product {
public:
    void use() override {
        std::cout << "Using Product B\n";
    }
};

// Auto-register Factory
class ProductFactory {
public:
    using Creator = std::function<std::unique_ptr<Product>()>;
    
    static void registerProduct(const std::string& type, Creator creator) {
        registry()[type] = creator;
    }
    
    static std::unique_ptr<Product> create(const std::string& type) {
        auto it = registry().find(type);
        if (it != registry().end()) {
            return it->second();
        }
        return nullptr;
    }
    
private:
    static std::map<std::string, Creator>& registry() {
        static std::map<std::string, Creator> reg;
        return reg;
    }
};

// Auto-register helper
template<typename T>
class AutoRegister {
public:
    AutoRegister(const std::string& type) {
        ProductFactory::registerProduct(type, []() {
            return std::make_unique<T>();
        });
    }
};

// Global variables for auto-registration
static AutoRegister<ProductA> registerA("A");
static AutoRegister<ProductB> registerB("B");

int main() {
    auto product = ProductFactory::create("A");
    if (product) {
        product->use();  // "Using Product A"
    }
}

5. Common Errors and Solutions

Issue 1: Missing nullptr Handling

Symptom: Crash.

Cause: Factory may return nullptr, but the code doesn’t check for it.

// ❌ Incorrect usage: no nullptr check
auto product = Factory::create("unknown");
product->use();  // Crash: dereferencing nullptr

// ✅ Correct usage: nullptr check
auto product = Factory::create("unknown");
if (product) {
    product->use();
} else {
    std::cerr << "Unknown product type\n";
}

Issue 2: Memory Leaks

Symptom: Memory leaks.

Cause: Objects created with new are not deleted.

// ❌ Incorrect usage: raw pointer
Product* Factory::create(const std::string& type) {
    return new ConcreteProduct();  // Who deletes this?

// ✅ Correct usage: unique_ptr
std::unique_ptr<Product> Factory::create(const std::string& type) {
    return std::make_unique<ConcreteProduct>();
}

Issue 3: Lack of Scalability

Symptom: Factory requires modification for every new type.

Cause: Use of if-else chains.

// ❌ Incorrect usage: if-else chain
std::unique_ptr<Product> Factory::create(const std::string& type) {
    if (type == "A") return std::make_unique<ProductA>();
    if (type == "B") return std::make_unique<ProductB>();
    // Adding a new type requires modifying this code
    return nullptr;
}

// ✅ Correct usage: registration-based
// Use Auto-Register Factory (see example above)

6. Production Patterns

Pattern 1: Parameterized Factory

#include <memory>
#include <string>
#include <iostream>

class Logger {
public:
    virtual void log(const std::string& msg) = 0;
    virtual ~Logger() = default;
};

class FileLogger : public Logger {
public:
    FileLogger(const std::string& path) : filepath(path) {}
    
    void log(const std::string& msg) override {
        std::cout << "[File:" << filepath << "] " << msg << '\n';
    }
    
private:
    std::string filepath;
};

class LoggerFactory {
public:
    static std::unique_ptr<Logger> createFileLogger(const std::string& path) {
        return std::make_unique<FileLogger>(path);
    }
};

int main() {
    auto logger = LoggerFactory::createFileLogger("/var/log/app.log");
    logger->log("Application started");
}

Pattern 2: Singleton Factory

class Factory {
public:
    static Factory& instance() {
        static Factory inst;
        return inst;
    }
    
    std::unique_ptr<Product> create(const std::string& type) {
        auto it = creators.find(type);
        if (it != creators.end()) {
            return it->second();
        }
        return nullptr;
    }
    
    void registerCreator(const std::string& type, Creator creator) {
        creators[type] = creator;
    }
    
private:
    Factory() = default;
    std::map<std::string, Creator> creators;
};

7. Complete Example: Plugin System

#include <memory>
#include <string>
#include <map>
#include <functional>
#include <iostream>

class Plugin {
public:
    virtual void execute() = 0;
    virtual std::string getName() const = 0;
    virtual ~Plugin() = default;
};

class PluginFactory {
public:
    using Creator = std::function<std::unique_ptr<Plugin>()>;
    
    static PluginFactory& instance() {
        static PluginFactory inst;
        return inst;
    }
    
    void registerPlugin(const std::string& name, Creator creator) {
        creators_[name] = creator;
    }
    
    std::unique_ptr<Plugin> create(const std::string& name) {
        auto it = creators_.find(name);
        if (it != creators_.end()) {
            return it->second();
        }
        std::cerr << "Plugin not found: " << name << '\n';
        return nullptr;
    }
    
    void listPlugins() const {
        std::cout << "Available plugins:\n";
        for (const auto& [name, _] : creators_) {
            std::cout << "  - " << name << '\n';
        }
    }
    
private:
    PluginFactory() = default;
    std::map<std::string, Creator> creators_;
};

// Auto-register helper
template<typename T>
class PluginRegistrar {
public:
    PluginRegistrar(const std::string& name) {
        PluginFactory::instance().registerPlugin(name, []() {
            return std::make_unique<T>();
        });
    }
};

// Plugin implementations
class ImagePlugin : public Plugin {
public:
    void execute() override {
        std::cout << "Processing image...\n";
    }
    
    std::string getName() const override {
        return "ImagePlugin";
    }
};

class VideoPlugin : public Plugin {
public:
    void execute() override {
        std::cout << "Processing video...\n";
    }
    
    std::string getName() const override {
        return "VideoPlugin";
    }
};

// Auto-registration
static PluginRegistrar<ImagePlugin> registerImage("image");
static PluginRegistrar<VideoPlugin> registerVideo("video");

int main() {
    PluginFactory::instance().listPlugins();
    
    auto plugin = PluginFactory::instance().create("image");
    if (plugin) {
        std::cout << "Loaded: " << plugin->getName() << '\n';
        plugin->execute();
    }
}

Output:

Available plugins:
  - image
  - video
Loaded: ImagePlugin
Processing image...

Summary

PatternDescription
Simple FactoryCreates objects using static methods
Factory MethodExtends factories via inheritance
Abstract FactoryCreates related object families
Auto-Register FactoryAutomatically registers types using global variables
AdvantagesEncapsulation, scalability, dependency inversion
DisadvantagesIncreased class count, higher complexity

The Factory Pattern is a key design pattern that encapsulates object creation logic to improve scalability and maintainability.


FAQ

Q1: When should I use the Factory Pattern?

A: Use it when object creation logic is complex, new types are frequently added, or clients should not depend on concrete classes.

Q2: Simple Factory vs Factory Method?

A: Simple Factory uses static methods for simplicity, while Factory Method allows extension via inheritance.

Q3: When should I use Abstract Factory?

A: Use it when you need to create related object families (e.g., Windows UI vs Mac UI).

Q4: What are the advantages of Auto-Register Factory?

A: Adding new types does not require modifying the Factory, as types are automatically registered via global variables.

Q5: What are the disadvantages?

A: Increased class count and higher complexity due to indirect references.

Q6: Where can I learn more about the Factory Pattern?

A:

One-liner summary: The Factory Pattern encapsulates object creation logic and enhances scalability. Next, check out Observer Pattern for more design patterns.

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