// -*- mode: c++; c-indent-level: 4; c++-member-init-indent: 8; comment-column: 35; -*- //----------------------------------------------------------------------------- // eoFactory.h // (c) GeNeura Team, 1998 //----------------------------------------------------------------------------- #ifndef _EOFACTORY_H #define _EOFACTORY_H //----------------------------------------------------------------------------- #include //----------------------------------------------------------------------------- /** EO Factory. A factory is used to create other objects. In particular, it can be used so that objects of that kind canīt be created in any other way. It should be instantiated with anything that needs a factory, like selectors or whatever; but the instance class should be the parent class from which all the object that are going to be created descend. This class basically defines an interface, as usual. The base factory class for each hierarchy should be redefined every time a new object is added to the hierarchy, which is not too good, but in any case, some code would have to be modified*/ template class eoFactory: public eoObject { public: /// @name ctors and dtors //{@ /// constructor eoFactory( ) {} /// destructor virtual ~eoFactory() {} //@} /** Another factory methods: creates an object from an istream, reading from it whatever is needed to create the object. Usually, the format for the istream will be\\ objectType parameter1 parameter2 ... parametern\\ */ virtual EOClass* make(istream& _is) = 0; ///@name eoObject methods //@{ /** Return the class id */ virtual string className() const { return "eoFactory"; } /** Read and print are left without implementation */ //@} }; #endif _EOFACTORY_H