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re: How to avoid the Factory pattern in C# VIEW POST

re: As presented, I can sort of see an advantage to the factory method technique from the standpoint of not knowing at compile time what concrete types...

Thank you for the detailed response. Examples are definitely helpful! :)

I think what you’ve done is fine since it’s basically a functional approach that avoids the explosion of traditional factory classes. My only suggestion is to use Func<IAnimal> instead of a delegate. The modern syntax is easier to read and work with, IMHO.


Func are nameless. Making arguably "harder" to understand when you find it in the code. Creating a delegate allows you to name it and make easier to "inject" it using DI. And having a name also expresses what you intend to do with that function.


The delegate is definitely a bit old school, but for purposes of illustration, I felt the explicit signature lent some clarity to what I was trying to communicate. In real-world code, a Func<T> might very well be preferable.

As I commented elsewhere, factories which only wrap a new are good for demonstrating "Here's how a factory works," but don't provide much other value. Having a separate factory for each class, particularly when they're just "wrap the new", is something to avoid; I'm tempted to call it an anti-pattern.

I suspect there's something similar at play here with the description of factory methods. I understand how to write them, you've communicated that pretty darn well. But I'm struggling with the compelling reason why they're preferable to well-designed factory classes.

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