C++ Factory Pattern: Complete Guide | Encapsulating Object Creation & Extensibility
이 글의 핵심
Hands-on guide to the Factory pattern in C++: encapsulate object creation, improve extensibility, and avoid scattered new/if-else chains—with complete examples.
The Korean C++ series groups creational patterns in C++ creational patterns #19-1 and a broader sweep in design patterns overview #20-2. For the same ideas in other languages, see JavaScript design patterns and Python decorators (often used for factories and singleton-style wrappers).
What is the Factory pattern? Why use it?
Problem: duplicated creation logic and tight coupling
Problem: If client code depends directly on concrete classes, adding a new type forces you to change every client.
// Client code (bad)
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 type requires editing every client
Solution: The Factory pattern encapsulates creation so clients depend on an interface, and the factory chooses the concrete type.
// 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)
auto logger = LoggerFactory::create(config);
logger->log("Hello");
// New types: change the factory only
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
- Simple Factory
- Factory Method
- Abstract Factory
- Auto-registration factory
- Common pitfalls and fixes
- Production patterns
- Full 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
Extend the factory 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
Families of related objects
#include <memory>
#include <iostream>
// Product family
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-registration factory
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-registration 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-registration helper
template<typename T>
class AutoRegister {
public:
AutoRegister(const std::string& type) {
ProductFactory::registerProduct(type, [] {
return std::make_unique<T>();
});
}
};
// Register at static initialization
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 pitfalls and fixes
Issue 1: Missing nullptr checks
Symptom: Crash.
Cause: The factory may return nullptr but callers do not check.
// Wrong: no nullptr check
auto product = Factory::create("unknown");
product->use(); // Crash: nullptr dereference
// Correct: check nullptr
auto product = Factory::create("unknown");
if (product) {
product->use();
} else {
std::cerr << "Unknown product type\n";
}
Issue 2: Memory leaks
Symptom: Leaks.
Cause: Objects created with new are never deleted.
// Wrong: raw pointer
Product* Factory::create(const std::string& type) {
return new ConcreteProduct(); // Who deletes?
}
// Correct: unique_ptr
std::unique_ptr<Product> Factory::create(const std::string& type) {
return std::make_unique<ConcreteProduct>();
}
Issue 3: Poor extensibility
Symptom: Every new type requires editing the factory.
Cause: Long if-else chains.
// Wrong: 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>();
// Edit here for every new type
return nullptr;
}
// Correct: registration-based 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. Full 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-registration 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-register
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
| Pattern | Description |
|---|---|
| Simple Factory | Static method creates objects |
| Factory Method | Subclasses extend creation |
| Abstract Factory | Creates families of related objects |
| Auto-registration | Globals register types automatically |
| Pros | Encapsulation, extensibility, dependency inversion |
| Cons | More classes, higher complexity |
The Factory pattern encapsulates creation and is a core creational pattern for maintainable C++ code.
FAQ
Q1: When should I use the Factory pattern?
A: When creation is non-trivial, new types are added often, or clients must not depend on concrete classes.
Q2: Simple Factory vs Factory Method?
A: Simple Factory uses a static method and is straightforward; Factory Method uses inheritance for extension.
Q3: When is Abstract Factory appropriate?
A: When you must create families of related objects together (e.g. Windows UI vs Mac UI).
Q4: Benefits of auto-registration?
A: New types can avoid editing the factory; globals register themselves.
Q5: Downsides?
A: More classes and indirection increase complexity.
Q6: Learning resources?
A:
- Design Patterns (Gang of Four)
- Head First Design Patterns (Freeman & Freeman)
- Refactoring Guru: Factory Method
One line: Use the Factory pattern to encapsulate creation and improve extensibility. Next, read the Observer pattern.
Related reading (internal links)
- C++ virtual functions
- C++ smart pointers
- C++ Observer pattern
Practical tips
Debugging
- Fix compiler warnings first; reproduce with a minimal test case.
Performance
- Do not optimize without profiling; define measurable goals.
Code review
- Check team conventions and common review feedback.
Production checklist
Before coding
- Is this the right fix for the problem?
- Can the team maintain it?
- Does it meet performance needs?
While coding
- Warnings cleared?
- Edge cases handled?
- Error handling appropriate?
At review
- Intent clear?
- Tests sufficient?
- Documented where needed?
Keywords (SEO)
C++, factory pattern, creational patterns, design patterns, polymorphism, plugin factory, abstract factory.
Related posts
- C++ CRTP
- C++ Strategy pattern
- C++ Visitor pattern
- C++ Adapter pattern
- C++ Command pattern