A factory is an object used to create other objects in computer programming. It relies on methods to generate specific objects and uses a common interface to interact with programs. The factory model allows for flexibility and easy changes to the program.
In computer programming, a factory is an object used to create other objects. Objects in this case refer to values, functions, or data structures used in code. The factory model is a design model that relies on factories to create items rather than creating the items directly. This allows you to easily change your code and maintain flexibility. It is widely used in object-oriented computer programming, which uses objects to create programs and applications.
A factory has a method for each type of object it can create. A method is essentially a model. It consists of a set of instructions, known as subroutines, which take parameters usually supplied by the user and generate a specific object. Most of this happens behind the scenes without the user or customer knowing anything about it.
When using the factory model, the program interacts with a common interface rather than communicating directly with the classes. A class is used as a template for creating objects. Every object of a particular class shares the same behavior and basic attributes. Classes can be further divided into subclasses, each of which inherits some of the attributes of the class to which it belongs. An object of a particular class is known as an instance of that class.
For example, if the user wanted the program to create a square in a program or operating system that uses the factory model, the program would notify the factory that the user needed an object with four sides of equal length and four right angles. The factory would have notified the form method that a form was needed. It could convey some parameters of the square, such as the area the user would like the square to cover.
Subclasses would decide which class should be used. An instance of the class square would be returned to the factory, which would pass it on to the program that first requested it. The user would only see that the information has been sent to the factory and returned from the factory. The inner workings of the factory cannot be seen.
The advantage of using a factory template is that it allows you to easily change the program. New types can be added to the factory template by simply changing a small amount of client code, usually no more than one line. Other programming models require the programmer to change the code at every location an object is created.
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