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Factory Design Pattern in C# with Real-Time Example

Factory Design Pattern in C#?

As per Gang of Four, the Factory Design Pattern is “Define an interface for creating an object but let sub-classes decide which class to instantiate. The Factory method class defers instantiation it uses to the sub-classes”. In the Factory pattern, we create product objects without exposing the logic to the end user.

he Factory Design Pattern is a creational pattern that provides a way to instantiate objects without exposing the creation logic to the client. Instead, the client uses a factory method to create the object. This pattern is useful when the exact type of object required cannot be predicted until runtime.

Real-Time Example: Shape Creation

Imagine a graphics application that needs to create various shapes like circles, squares, and rectangles. The exact type of shape to create might depend on user input or some other runtime condition. The Factory Design Pattern can be used to handle this.

Step 1: Define the Product Interface

public interface IShape
{
    void Draw();
}

Step 2: Implement Concrete Products

public class Circle : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Circle");
    }
}

public class Square : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Square");
    }
}

public class Rectangle : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Rectangle");
    }
}

Step 3: Define the Factory Class

public static class ShapeFactory
{
    public static IShape GetShape(string shapeType)
    {
        switch (shapeType.ToLower())
        {
            case "circle":
                return new Circle();
            case "square":
                return new Square();
            case "rectangle":
                return new Rectangle();
            default:
                throw new ArgumentException("Invalid shape type");
        }
    }
}

Step 4: Use the Factory Pattern

class Program
{
    static void Main(string[] args)
    {
        IShape shape1 = ShapeFactory.GetShape("circle");
        shape1.Draw();

        IShape shape2 = ShapeFactory.GetShape("square");
        shape2.Draw();

        IShape shape3 = ShapeFactory.GetShape("rectangle");
        shape3.Draw();
    }
}

Explanation

  1. IShape: The product interface that defines the Draw method.
  2. Circle, Square, and Rectangle: Concrete product classes that implement the IShape interface.
  3. ShapeFactory: The factory class with a GetShape method that takes a shape type as an argument and returns an instance of the corresponding shape. The factory uses a switch statement to decide which shape to create.
  4. Program: The client code that uses the factory pattern to create different shapes and calls their Draw method.

Summary

The Factory Design Pattern:

  • Provides a way to instantiate objects without exposing the creation logic.
  • Helps in creating objects where the exact type may not be known until runtime.
  • Encapsulates the object creation logic in a single place, making it easier to manage and extend.

In this example, the ShapeFactory class encapsulates the logic for creating different shapes. The client code simply calls the GetShape method with the desired shape type, and the factory takes care of creating the correct shape instance. This makes it easy to add new shapes to the application without modifying the existing client code.

 Difference B/w Factory and Factory Method design pattern

👉👉👉👉👉 Factory Method design pattern

The terms "Factory" and "Factory Method" both refer to creational design patterns in object-oriented programming, but they have distinct purposes and implementations. Here's a detailed explanation of the differences between the Factory Pattern and the Factory Method Pattern:

Factory Pattern

Also known as the "Simple Factory" pattern, this is a design pattern where a separate class (the factory) is responsible for creating instances of different classes based on provided input.

Characteristics

  1. Static Methods: The Factory typically uses static methods to create objects.
  2. Single Responsibility: Centralizes object creation logic in one place, making it easier to manage and modify.
  3. Not a GoF Pattern: The Factory Pattern is not one of the original "Gang of Four" (GoF) design patterns but is still widely used.

Example

 public interface IShape

{
    void Draw();
}

public class Circle : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Circle");
    }
}

public class Square : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Square");
    }
}

public class ShapeFactory
{
    public static IShape GetShape(string shapeType)
    {
        switch (shapeType.ToLower())
        {
            case "circle":
                return new Circle();
            case "square":
                return new Square();
            default:
                throw new ArgumentException("Invalid shape type");
        }
    }
}

// Usage
class Program
{
    static void Main(string[] args)
    {
        IShape shape1 = ShapeFactory.GetShape("circle");
        shape1.Draw();

        IShape shape2 = ShapeFactory.GetShape("square");
        shape2.Draw();
    }
}


Factory Method Pattern

The Factory Method Pattern defines an interface for creating an object, but lets subclasses decide which class to instantiate. The Factory Method Pattern lets a class defer instantiation to subclasses.

Characteristics

  1. Inheritance: Relies on inheritance, where a base class defines the factory method, and derived classes implement this method.
  2. More Flexible: Allows subclasses to alter the type of objects that will be created.
  3. GoF Pattern: It is one of the original "Gang of Four" design patterns.

Example


public interface IShape
{
    void Draw();
}

public class Circle : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Circle");
    }
}

public class Square : IShape
{
    public void Draw()
    {
        Console.WriteLine("Drawing a Square");
    }
}

public abstract class ShapeFactory
{
    public abstract IShape CreateShape();

    public void DrawShape()
    {
        IShape shape = CreateShape();
        shape.Draw();
    }
}

public class CircleFactory : ShapeFactory
{
    public override IShape CreateShape()
    {
        return new Circle();
    }
}

public class SquareFactory : ShapeFactory
{
    public override IShape CreateShape()
    {
        return new Square();
    }
}

// Usage
class Program
{
    static void Main(string[] args)
    {
        ShapeFactory factory1 = new CircleFactory();
        factory1.DrawShape();

        ShapeFactory factory2 = new SquareFactory();
        factory2.DrawShape();
    }
}

 

Key Differences

  • Intent:
    • Factory Pattern: Centralizes object creation logic in a single method or class.
    • Factory Method Pattern: Uses inheritance to allow subclasses to decide which class to instantiate.
  • Implementation:
    • Factory Pattern: Typically uses static methods and does not rely on inheritance.
    • Factory Method Pattern: Uses abstract or virtual methods that subclasses override to create specific instances.
  • Flexibility:
    • Factory Pattern: Less flexible as it centralizes creation logic.
    • Factory Method Pattern: More flexible as it allows subclasses to customize the creation process.
  • Design Complexity:
    • Factory Pattern: Simpler to implement and understand.
    • Factory Method Pattern: More complex, but offers greater extensibility.

When to Use

  • Factory Pattern: When you have a straightforward object creation process that can be centralized and doesn't need to be extended or customized.
  • Factory Method Pattern: When you anticipate that the object creation process will need to be extended or customized by subclasses.

Each pattern has its own strengths and use cases, and the choice between them depends on the specific needs of your application.

 


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