在工厂模式中使用智能指针

Using Smart Pointers with Factory Pattern

我正在尝试在工厂设计模式中使用智能指针。我进行了 google 搜索以获取一些想法,但找不到任何类型的实现,但有很多很棒的想法。所以,我写了自己的代码,但是有两点我不确定。

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;
}

如你所见,我是在工厂中创建相关样式,然后返回并赋值为

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,它似乎是正确的,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、我应该有的东西还是这里有问题?

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

不需要 "helper method" 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>();
        }
    }
}

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

return newStyle;

我鼓励您放弃单独的助手及其裸露 new,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>();
    }
}