Prototype pattern

{{Short description|Creational design pattern in software development}}

{{other uses|Software prototyping}}

{{distinguish|Prototype-based programming|Function prototype}}

{{multiple issues|

{{Refimprove|date=November 2014}}

{{tone|date=June 2019}}

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The prototype pattern is a creational design pattern in software development. It is used when the types of objects to create is determined by a prototypical instance, which is cloned to produce new objects. This pattern is used to avoid subclasses of an object creator in the client application, like the factory method pattern does, and to avoid the inherent cost of creating a new object in the standard way (e.g., using the 'new' keyword) when it is prohibitively expensive for a given application.

To implement the pattern, the client declares an abstract base class that specifies a pure virtual clone() method. Any class that needs a "polymorphic constructor" capability derives itself from the abstract base class, and implements the clone() operation.

The client, instead of writing code that invokes the "new" operator on a hard-coded class name, calls the clone() method on the prototype, calls a factory method with a parameter designating the particular concrete derived class desired, or invokes the clone() method through some mechanism provided by another design pattern.

The mitotic division of a cell — resulting in two identical cells — is an example of a prototype that plays an active role in copying itself and thus, demonstrates the Prototype pattern. When a cell splits, two cells of identical genotype result. In other words, the cell clones itself.{{refn|1=

{{cite journal

|last1=Duell |first1=Michael

|title=Non-Software Examples of Design Patterns

|journal=Object Magazine

|volume=7

|issue=5

|date=July 1997

|pages=54

|issn=1055-3614}} }}

Overview

The prototype design pattern is one of the 23 Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.{{r|GoF|p=117}}

The prototype design pattern solves problems like:{{refn|1={{cite web|title=The Prototype design pattern - Problem, Solution, and Applicability|url=http://w3sdesign.com/?gr=c04&ugr=proble|website=w3sDesign.com|access-date=2017-08-17}} }}

  • How can objects be created so that the specific type of object can be determined at runtime?
  • How can dynamically loaded classes be instantiated?

Creating objects directly within the class that requires (uses) the objects is inflexible because it commits the class to particular objects at compile-time and makes it impossible to specify which objects to create at run-time.

The prototype design pattern describes how to solve such problems:

  • Define a Prototype object that returns a copy of itself.
  • Create new objects by copying a Prototype object.

This enables configuration of a class with different Prototype objects, which are copied to create new objects, and even more, Prototype objects can be added and removed at run-time.

See also the UML class and sequence diagram below.

Structure

= UML class and sequence diagram =

File:w3sDesign Prototype Design Pattern UML.jpg

In the above UML class diagram,

the Client class refers to the Prototype interface for cloning a Product.

The Product1 class implements the Prototype interface by creating a copy of itself.


The UML sequence diagram shows the run-time interactions:

The Client object calls clone() on a prototype:Product1 object, which creates and returns a copy of itself (a product:Product1 object).

= UML class diagram =

File:Prototype UML.svg class diagram describing the prototype design pattern]]

Rules of thumb

Sometimes creational patterns overlap—there are cases when either prototype or abstract factory would be appropriate. At other times, they complement each other: abstract factory might store a set of prototypes from which to clone and return product objects.{{r|GoF|p=126}} Abstract factory, builder, and prototype can use singleton in their implementations.{{r|GoF|pp=81,134}} Abstract factory classes are often implemented with factory methods (creation through inheritance), but they can be implemented using prototype (creation through delegation).{{r|GoF|p=95}}

Often, designs start out using Factory Method (less complicated, more customizable, subclasses proliferate) and evolve toward abstract factory, prototype, or builder (more flexible, more complex) as the designer discovers where more flexibility is needed.{{r|GoF|p=136}}

Prototype does not require subclassing, but it does require an "initialize" operation. Factory method requires subclassing, but does not require initialization.{{r|GoF|p=116}}

Designs that make heavy use of the composite and decorator patterns often can benefit from Prototype as well.{{r|GoF|p=126}}

A general guideline in programming suggests using the clone() method when creating a duplicate object during runtime to ensure it accurately reflects the original object. This process, known as object cloning, produces a new object with identical attributes to the one being cloned. Alternatively, instantiating a class using the new keyword generates an object with default attribute values.

For instance, in the context of designing a system for managing bank account transactions, it may be necessary to duplicate the object containing account information to conduct transactions while preserving the original data. In such scenarios, employing the clone() method is preferable over using new to instantiate a new object.

Example

= C++11 Example =

This C++23 implementation is based on the pre-C++98 implementation in the book. Discussion of the design pattern along with a complete illustrative example implementation using polymorphic class design are provided in the [https://fbb-git.gitlab.io/cppannotations/cppannotations/html/cplusplus14.html#l318 C++ Annotations].

import std;

enum class Direction {North, South, East, West};

class MapSite {

public:

virtual void enter() = 0;

virtual MapSite* clone() const = 0;

virtual ~MapSite() = default;

};

class Room : public MapSite {

public:

Room(): roomNumber(0) {}

Room(int n): roomNumber(n) {}

void setSide(Direction d, MapSite* ms) {

std::println("Room::setSide {} ms", d);

}

virtual void enter() {}

virtual Room* clone() const { // implements an operation for cloning itself.

return new Room(*this);

}

Room& operator=(const Room&) = delete;

private:

int roomNumber;

};

class Wall: public MapSite {

public:

Wall() {}

virtual void enter() {}

virtual Wall* clone() const {

return new Wall(*this);

}

};

class Door: public MapSite {

public:

Door(Room* r1 = nullptr, Room* r2 = nullptr)

:room1(r1), room2(r2) {}

Door(const Door& other)

:room1(other.room1), room2(other.room2) {}

virtual void enter() {}

virtual Door* clone() const {

return new Door(*this);

}

virtual void initialize(Room* r1, Room* r2) {

room1 = r1;

room2 = r2;

}

Door& operator=(const Door&) = delete;

private:

Room* room1;

Room* room2;

};

class Maze {

public:

void addRoom(Room* r) {

std::println("Maze::addRoom {}", r);

}

Room* roomNo(int) const {

return nullptr;

}

virtual Maze* clone() const {

return new Maze(*this);

}

virtual ~Maze() = default;

};

class MazeFactory {

public:

MazeFactory() = default;

virtual ~MazeFactory() = default;

virtual Maze* makeMaze() const {

return new Maze;

}

virtual Wall* makeWall() const {

return new Wall;

}

virtual Room* makeRoom(int n) const {

return new Room(n);

}

virtual Door* makeDoor(Room* r1, Room* r2) const {

return new Door(r1, r2);

}

};

class MazePrototypeFactory: public MazeFactory {

public:

MazePrototypeFactory(Maze* m, Wall* w, Room* r, Door* d):

prototypeMaze(m), prototypeRoom(r), prototypeWall(w), prototypeDoor(d)

{}

virtual Maze* makeMaze() const {

// creates a new object by asking a prototype to clone itself.

return prototypeMaze->clone();

}

virtual Room* makeRoom(int) const {

return prototypeRoom->clone();

}

virtual Wall* makeWall() const {

return prototypeWall->clone();

}

virtual Door* makeDoor(Room* r1, Room* r2) const {

Door* door = prototypeDoor->clone();

door->initialize(r1, r2);

return door;

}

MazePrototypeFactory(const MazePrototypeFactory&) = delete;

MazePrototypeFactory& operator=(const MazePrototypeFactory&) = delete;

private:

Maze* prototypeMaze;

Room* prototypeRoom;

Wall* prototypeWall;

Door* prototypeDoor;

};

// If createMaze is parameterized by various prototypical room, door, and wall objects, which it then copies and adds to the maze, then you can change the maze's composition by replacing these prototypical objects with different ones. This is an example of the Prototype (133) pattern.

class MazeGame {

public:

Maze* createMaze(MazePrototypeFactory& m) {

Maze* aMaze = m.makeMaze();

Room* r1 = m.makeRoom(1);

Room* r2 = m.makeRoom(2);

Door* theDoor = m.makeDoor(r1, r2);

aMaze->addRoom(r1);

aMaze->addRoom(r2);

r1->setSide(Direction::North, m.makeWall());

r1->setSide(Direction::East, theDoor);

r1->setSide(Direction::South, m.makeWall());

r1->setSide(Direction::West, m.makeWall());

r2->setSide(Direction::North, m.makeWall());

r2->setSide(Direction::East, m.makeWall());

r2->setSide(Direction::South, m.makeWall());

r2->setSide(Direction::West, theDoor);

return aMaze;

}

};

int main() {

MazeGame game;

MazePrototypeFactory simpleMazeFactory(new Maze, new Wall, new Room, new Door);

game.createMaze(simpleMazeFactory);

}

The program output is:

Maze::addRoom 0x1160f50

Maze::addRoom 0x1160f70

Room::setSide 0 0x11613c0

Room::setSide 2 0x1160f90

Room::setSide 1 0x11613e0

Room::setSide 3 0x1161400

Room::setSide 0 0x1161420

Room::setSide 2 0x1161440

Room::setSide 1 0x1161460

Room::setSide 3 0x1160f90

See also

{{Wikibooks|Computer Science Design Patterns|Prototype|Prototype implementations in various languages}}

References

{{reflist |refs=

{{refn |name=GoF |1=

{{cite book

|last1=Gamma |first1=Erich |author-link1=Erich Gamma

|last2=Helm |first2=Richard

|last3=Johnson |first3=Ralph |author-link3=Ralph Johnson (computer scientist)

|last4=Vlissides |first4=John |author-link4=John Vlissides

|title=Design Patterns: Elements of Reusable Object-Oriented Software |publisher=Addison-Wesley

|year=1994

|isbn=0-201-63361-2

|url=https://archive.org/details/designpatternsel00gamm

|url-access=registration

}} }} }}

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Category:Software design patterns

Category:Articles with example Java code