The Factory Method Pattern

The factory method is a creational design pattern. It’s intent is to create instances of classes without having to explicitly call new on them.

Why would you want to do this?

The problem this pattern tries to solve is to have a mechanism for creating an instance of a class without knowing what type will be created.

The GOF defines the gactory method as:

“Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.”


To be the factory method, it has to handle the actual creation of the new instance, if it doesn’t create it, it may be the template pattern or something else.

This example will try to be very descriptive:

class Transport
  def get_to_location
    # the get_new_vehicle method
    # is our factory method, which will
    # determine which vehicle to create
    vehicle = get_new_vehicle # each vehicle class implements the drive method

  def get_new_vehicle
    raise "abstract method, implement in children class"

A derivative class of the Transport class will implement the factory method get_new_vehicle:

class WilburTransport < Transport
  # Wilbur wishes he drives a Ferrari :-)
  def get_new_vehicle

class publicTransport < Transport
  def get_new_vehicle

Some notes about the Factory Pattern

  1. You should use the factory pattern when you have a class that does not know what objects it should create, or when you want the subclasses to determine the type of objects that should be created.
  2. It helps with the single responsibility principle by moving the creation of objects to one part of the system making it easier to maintain.
  3. Helps you conform with the open/close principle in that you can add new types of objects without breaking existing functionality.

On design patterns

Very often I find fellow developers struggling with design patterns. They get the question in a job interview or they need them in their daily life to build better system designs. Design patterns are a very important piece in the developers toolchain. I will explain about them and how to use them.

Design patterns are solutions to frequent problems in software design. They are kind of like a blueprint that you can customize for a recurring design problem in your code.

You cannot take a pattern and copy it from somewhere else, they are more like a concept for general problems. You can follow the details of the pattern and change it to suit you specific scenario.

Patterns are usually confounded with algorithms because they both describe typical solutions to general problems. An algorithm expresses the detailed steps to solve a problem. A pattern is a higher level description of a design solution. You can use the same pattern in different projects and the code can be different.

Design patterns are classified by their intent and purpose as:

Creational Design Patterns

Creational patterns provides mechanisms for creating objects and reuse existing code.

Structural Design Patterns

Structural patterns explain how to assemble objects and classes into larger structures and maintining this structures flexible and efficient.

  • Adapter
  • Bridge
  • Composite
  • Decorator
  • Facade
  • Flyweight
  • Proxy

Behavioral Design Patterns

Behavioral patterns are concerned with algorithms and responsibilities between objects.

  • Chain of responsibility
  • Command
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Template Method
  • Visitor