We need to create objects without having to specify the exact class of the object that will be created.
The Factory pattern is a specialization of the Template pattern. We start by creating a generic base class where we don't make the "which class" decision. Instead, whenever it needs to create a new object, it calls a method that is defined in a subclass. So, depending on the subclass we use (factory), we create objects of one class or another (products).
Imagine that you are asked to build a simulation of life in a pond that has plenty of ducks:
class Pond
def initialize(number_ducks)
@ducks = number_ducks.times.inject([]) do |ducks, i|
ducks << Duck.new("Duck#{i}")
ducks
end
end
def simulate_one_day
@ducks.each {|duck| duck.speak}
@ducks.each {|duck| duck.eat}
@ducks.each {|duck| duck.sleep}
end
end
pond = Pond.new(3)
pond.simulate_one_day
But how would we model our Pond
if we wanted to have frogs instead of ducks? In the implementation above, we are specifying in the Pond
's initializer that it should be filled up with ducks. So, we'll refactor it so that the decision of creating one type of animal or another is made in a subclass:
class Pond
def initialize(number_animals)
@animals = number_animals.times.inject([]) do |animals, i|
animals << new_animal("Animal#{i}")
animals
end
end
def simulate_one_day
@animals.each {|animal| animal.speak}
@animals.each {|animal| animal.eat}
@animals.each {|animal| animal.sleep}
end
end
class FrogPond < Pond
def new_animal(name)
Frog.new(name)
end
end
pond = FrogPond.new(3)
pond.simulate_one_day