관련 객체들로 형성된 패밀리가 있고 패밀리 내에서 일치되는 변형을 가지도록 할 때 구상 클래스를 지정하지 않고도 객체를 생성할 수 있는 생성패턴
public interface Button {
void paint();
}
public class WinButton implements Button {
@Override
public void paint() {
System.out.println("window button");
}
}
public class MacButton implements Button {
@Override
public void paint() {
System.out.println("mac button");
}
}
public interface Checkbox {
void paint();
}
public class WinCheckbox implements Checkbox {
@Override
public void paint() {
System.out.println("window checkbox");
}
}
public class MacCheckbox implements Checkbox {
@Override
public void paint() {
System.out.println("mac checkbox");
}
}
public interface GUIFactory {
Button createButton();
Checkbox createCheckbox();
}
public class WinFactory implements GUIFactory {
@Override
public Button createButton() {
return new WinButton();
}
@Override
public Checkbox createCheckbox() {
return new WinCheckbox();
}
}
public class MacFactory implements GUIFactory {
@Override
public Button createButton() {
return new MacButton();
}
@Override
public Checkbox createCheckbox() {
return new MacCheckbox();
}
}
public class Application {
private GUIFactory factory;
private Button button;
public Application(GUIFactory factory) {
this.factory = factory;
}
public void createUI() {
this.button = factory.createButton();
}
public void paint() {
button.paint();
}
}
public class ApplicationConfigurator {
public static void main(String args[]) {
GUIFactory factory;
String os = System.getProperty("os.name").toLowerCase();
if (os.contains("win")) {
factory = new WinFactory();
} else if (os.contains("mac")) {
factory = new MacFactory();
} else {
throw new Exception("Unknown operating system.");
}
Application app = new Application(factory);
}
}
장점