我正在尝试在工厂设计模式中使用智能指针。我进行了谷歌搜索以获得一些想法,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,我正在工厂中创建相关样式,然后返回并将其分配为
mPlayingCharacteristic = AgentGameStyleFactory::instantiate(pPlayingCharacteristic);
其中
mPlayingCharacteristic
是 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,它似乎是正确的,但是编译器(Xcode)给了我 "Moving a local object in a return statement prevents copy elision"
警告。这是正常的,我应该期待的还是这里有问题?我的第二个问题是我是否在
std::unique_ptr<AgentGameStyle> newStyle
中正确启动了 AgentGameStyleFactory.cpp
,这意味着使用辅助方法作为 AgentGameStyleFactory::instantiateHelper
是正确的做法吗? 最佳答案
你的编译器警告你关于 return std::move(...)
是正确的 - 你可以(并且应该)简单地写:
return newStyle;
我鼓励你用它的裸露的
new
抛弃单独的助手,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>();
}
}
关于c++ - 在工厂模式中使用智能指针,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/48463424/