![퍼사드](/images/patterns/cards/facade-mini.png?id=71ad6fa98b168c11cb3a1a9517dedf78)
C++로 작성된 퍼사드
퍼사드는 구조 디자인 패턴이며 간단한 (그러나 제한된 인터페이스를 클래스, 라이브러리 또는 프레임워크로 구성된 복잡한 시스템에 제공합니다.
퍼사드는 앱의 전반적인 복잡성을 줄이는 동시에 원치 않는 의존성들을 한 곳으로 옮기는 것을 돕습니다.
복잡도:
인기도:
사용 사례들: 퍼사드 패턴은 일반적으로 C++ 코드로 작성된 앱에서 사용되며 또 복잡한 라이브러리 및 API와 작업할 때 특히 편리합니다.
식별: 퍼사드는 인터페이스가 간단하나 대부분의 작업을 다른 클래스들에 위임하는 클래스의 존재여부로 식별할 수 있으며 일반적으로 퍼사드들은 사용하는 객체들의 전체 수명 주기를 관리합니다.
개념적인 예시
이 예시는 퍼사드 패턴의 구조를 보여주고 다음 질문에 중점을 둡니다:
- 패턴은 어떤 클래스들로 구성되어 있나요?
- 이 클래스들은 어떤 역할을 하나요?
- 패턴의 요소들은 어떻게 서로 연관되어 있나요?
main.cc: 개념적인 예시
/**
* The Subsystem can accept requests either from the facade or client directly.
* In any case, to the Subsystem, the Facade is yet another client, and it's not
* a part of the Subsystem.
*/
class Subsystem1 {
public:
std::string Operation1() const {
return "Subsystem1: Ready!\n";
}
// ...
std::string OperationN() const {
return "Subsystem1: Go!\n";
}
};
/**
* Some facades can work with multiple subsystems at the same time.
*/
class Subsystem2 {
public:
std::string Operation1() const {
return "Subsystem2: Get ready!\n";
}
// ...
std::string OperationZ() const {
return "Subsystem2: Fire!\n";
}
};
/**
* The Facade class provides a simple interface to the complex logic of one or
* several subsystems. The Facade delegates the client requests to the
* appropriate objects within the subsystem. The Facade is also responsible for
* managing their lifecycle. All of this shields the client from the undesired
* complexity of the subsystem.
*/
class Facade {
protected:
Subsystem1 *subsystem1_;
Subsystem2 *subsystem2_;
/**
* Depending on your application's needs, you can provide the Facade with
* existing subsystem objects or force the Facade to create them on its own.
*/
public:
/**
* In this case we will delegate the memory ownership to Facade Class
*/
Facade(
Subsystem1 *subsystem1 = nullptr,
Subsystem2 *subsystem2 = nullptr) {
this->subsystem1_ = subsystem1 ?: new Subsystem1;
this->subsystem2_ = subsystem2 ?: new Subsystem2;
}
~Facade() {
delete subsystem1_;
delete subsystem2_;
}
/**
* The Facade's methods are convenient shortcuts to the sophisticated
* functionality of the subsystems. However, clients get only to a fraction of
* a subsystem's capabilities.
*/
std::string Operation() {
std::string result = "Facade initializes subsystems:\n";
result += this->subsystem1_->Operation1();
result += this->subsystem2_->Operation1();
result += "Facade orders subsystems to perform the action:\n";
result += this->subsystem1_->OperationN();
result += this->subsystem2_->OperationZ();
return result;
}
};
/**
* The client code works with complex subsystems through a simple interface
* provided by the Facade. When a facade manages the lifecycle of the subsystem,
* the client might not even know about the existence of the subsystem. This
* approach lets you keep the complexity under control.
*/
void ClientCode(Facade *facade) {
// ...
std::cout << facade->Operation();
// ...
}
/**
* The client code may have some of the subsystem's objects already created. In
* this case, it might be worthwhile to initialize the Facade with these objects
* instead of letting the Facade create new instances.
*/
int main() {
Subsystem1 *subsystem1 = new Subsystem1;
Subsystem2 *subsystem2 = new Subsystem2;
Facade *facade = new Facade(subsystem1, subsystem2);
ClientCode(facade);
delete facade;
return 0;
}
Output.txt: 실행 결과
Facade initializes subsystems:
Subsystem1: Ready!
Subsystem2: Get ready!
Facade orders subsystems to perform the action:
Subsystem1: Go!
Subsystem2: Fire!