使用具有工厂模式的智能指针

时间:2018-01-26 14:32:15

标签: c++ smart-pointers factory-pattern

我正在尝试在工厂设计模式中使用智能指针。我做了一个谷歌搜索,以获得一些想法,但找不到任何实现,但很多伟大的想法。所以,我编写了自己的代码,但有两点我不确定。

首先,我将添加我的代码,然后提出我的问题。

// AgentGameStyleFactory.hpp

#ifndef AgentGameStyleFactory_hpp
#define AgentGameStyleFactory_hpp

#include "AgentGameStyle.hpp"

#include <memory>

class AgentGameStyleFactory
{
public:

    static std::unique_ptr<AgentGameStyle> instantiate(const AgentPlayingStyleData::ePLAYING_CHARACTER pStyle);

private:

    static AgentGameStyle* instantiateHelper(const AgentPlayingStyleData::ePLAYING_CHARACTER pStyle);
};

#endif /* AgentGameStyleFactory_hpp */
// AgentGameStyleFactory.cpp
#include "AgentGameStyleFactory.hpp"

using namespace AgentPlayingStyleData;

std::unique_ptr<AgentGameStyle> AgentGameStyleFactory::instantiate(const ePLAYING_CHARACTER pStyle)
{
    std::unique_ptr<AgentGameStyle> newStyle( instantiateHelper(pStyle) );
    return std::move(newStyle);
}

AgentGameStyle* AgentGameStyleFactory::instantiateHelper(const ePLAYING_CHARACTER pStyle)
{
    AgentGameStyle* newStyle = NULL;

    switch(pStyle)
    {
        case ePLAYING_CHARACTER::ePC_CONTAIN:
            newStyle = new ContainGameStyleAgent();
            break;
        case ePLAYING_CHARACTER::ePC_COUNTER:
            newStyle = new CounterGameStyleAgent();
            break;
        case ePLAYING_CHARACTER::ePC_STANDARD:
            newStyle = new StandardGameStyleAgent();
            break;
        case ePLAYING_CHARACTER::ePC_ATTACKING:
            newStyle = new AttackGameStyleAgent();
        case ePLAYING_CHARACTER::ePC_OVERLOAD:
            newStyle = new OverloadGameStyleAgent();
            break;
        default:
            newStyle = new StandardGameStyleAgent();
            break;
    }

        return newStyle;
}

如您所见,我在工厂中创建相关样式,然后返回并将其指定为

mPlayingCharacteristic = AgentGameStyleFactory::instantiate(pPlayingCharacteristic);

其中mPlayingCharacteristicstd::unique_ptr<AgentGameStyle>

我的第一个问题是关于返回unique_ptr。根据我读过的帖子,看起来是正确的,但编译器(Xcode)给了我"Moving a local object in a return statement prevents copy elision"警告。这是正常的,我应该期待的东西或者这里有什么问题吗?

我的第二个问题是我是否正确地在std::unique_ptr<AgentGameStyle> newStyle中发起AgentGameStyleFactory.cpp,这意味着使用辅助方法AgentGameStyleFactory::instantiateHelper是正确的做法?

2 个答案:

答案 0 :(得分:3)

你的编译器警告你return std::move(...)是正确的 - 你可以(而且应该)简单地写一下:

return newStyle;

我鼓励你用裸new抛弃单独的助手,然后直接创建智能指针(假设C ++ 14或更高版本):

std::unique_ptr<AgentGameStyle> AgentGameStyleFactory::instantiate(const ePLAYING_CHARACTER pStyle)
{
   switch(pStyle) {
        case ePLAYING_CHARACTER::ePC_CONTAIN:
            return std::make_unique<ContainGameStyleAgent>();
        case ePLAYING_CHARACTER::ePC_COUNTER:
            return std::make_unique<CounterGameStyleAgent>();
        case ePLAYING_CHARACTER::ePC_STANDARD:
            return std::make_unique<StandardGameStyleAgent>();
        case ePLAYING_CHARACTER::ePC_ATTACKING:
            return std::make_unique<AttackGameStyleAgent>();
        case ePLAYING_CHARACTER::ePC_OVERLOAD:
            return std::make_unique<OverloadGameStyleAgent>();
        default:
            return std::make_unique<StandardGameStyleAgent>();
    }
}

答案 1 :(得分:2)

不需要“辅助方法”返回原始指针,也不需要手动调用new

std::unique_ptr<AgentGameStyle>
AgentGameStyleFactory::instantiate(const ePLAYING_CHARACTER pStyle)
{
    switch(pStyle)
    {
        case ePLAYING_CHARACTER::ePC_CONTAIN:
        {
            return std::make_unique<ContainGameStyleAgent>();
        }
        //...
        default:
        {
            return std::make_unique<StandardGameStyleAgent>();
        }
    }
}