CSC/ECE 517 Fall 2010/ch5 5e mf: Difference between revisions

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end
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However, now all that Syd can talk about is his bike.  This is because, although Syd has a strategy for talking about a wide variety of things, Syd depends on the concrete class Bike for thing creation.  A common technique for encapsulating object instantiation is the factory pattern.
However, now all that Syd can talk about is his bike.  This is because, although Syd has a strategy for talking about a wide variety of things, Syd depends on the concrete class Bike for thing creation.  A common technique for encapsulating object instantiation is the factory pattern.  The following example uses a factory to allow Syd to talk about an array of things.
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# An example of the factory pattern.
# An example of the factory pattern.
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The example above uses a factory to allow Syd to talk about an array of things, albeit randomly.
However, there are two major drawbacks to using the factory pattern.  The first is that each abstraction needs its own factory.  In this case, the only abstraction is thing, but if there were many this could lead to a lot of unnecessary code duplication, since factories are often similar to one another.

Revision as of 13:17, 3 November 2010

The Dependency Injection Pattern

The dependency injection pattern is a design pattern for fully decoupling one class from the instantiation of another class upon which it depends. In this sense, it is similar to the factory and service locator patterns which are also concerned with object creation. The difference between these patterns may be demonstrated through example. Suppose, that Syd has a strategy for making statements about objects illustrated in the following Ruby code.

# A strategy for remarking on things.
class Syd
  def remark
    if @thing.got_it?
      puts "I've got a #{@thing}."
    else
      puts "I know a #{@thing}."
    end
  end
end

With this method, Syd can make a statement about any object thing that implements the methods got_it? and to_s. The Bike class shown below is an example.

# An example of a thing upon which to remark.
class Bike
  def to_s
    "bike"
  end
  def got_it?
    return true
  end
end

However, in order for Syd to use his strategy, he must get ahold of a thing. The simplest way to do this is to instantiate a thing directly.

# An example of direct object instantiation.
class Syd
  def initialize
    @thing = Bike.new
  end
end

However, now all that Syd can talk about is his bike. This is because, although Syd has a strategy for talking about a wide variety of things, Syd depends on the concrete class Bike for thing creation. A common technique for encapsulating object instantiation is the factory pattern. The following example uses a factory to allow Syd to talk about an array of things.

# An example of the factory pattern.
class ThingFactory
  def initialize
    # An array of thing classes.
    @things = [Bike, Cloak, Mouse, GingerbreadMen, Room]
  end
  def create_random_thing
    # Pick a random thing and create an instance of it.
    @things.sort_by { rand }[0].new
  end
end

$thing_factory = ThingFactory.new

class Syd
  def initialize
    # Use the factory to create a random thing
    @thing = $thing_factory.create_random_thing
  end
end

However, there are two major drawbacks to using the factory pattern. The first is that each abstraction needs its own factory. In this case, the only abstraction is thing, but if there were many this could lead to a lot of unnecessary code duplication, since factories are often similar to one another.