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mPlayingCharacteristic
为std::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?
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>();
}
}
}