prototype pattern

Prototype Design Pattern

Why read if you can watch?
Watch design patterns video tutorial

Intent

  • Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
  • Co-opt one instance of a class for use as a breeder of all future instances.
  • The new operator considered harmful.

Problem

Application “hard wires” the class of object to create in each “new” expression.

Discussion

Declare an abstract base class that specifies a pure virtual “clone” method, and, maintains a dictionary of all “cloneable” concrete derived classes. Any class that needs a “polymorphic constructor” capability: derives itself from the abstract base class, registers its prototypical instance, and implements the clone() operation.

The client then, instead of writing code that invokes the “new” operator on a hard-wired class name, calls a “clone” operation on the abstract base class, supplying a string or enumerated data type that designates the particular concrete derived class desired.

Structure

The Factory knows how to find the correct Prototype, and each Product knows how to spawn new instances of itself.

Scheme of Prototype

Example

The Prototype pattern specifies the kind of objects to create using a prototypical instance. Prototypes of new products are often built prior to full production, but in this example, the prototype is passive and does not participate in copying itself. 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 genotvpe result. In other words, the cell clones itself.

Example of Prototype

Check list

  1. Add a clone() method to the existing “product” hierarchy.
  2. Design a “registry” that maintains a cache of prototypical objects. The registry could be encapsulated in a newFactory class, or in the base class of the “product” hierarchy.
  3. Design a factory method that: may (or may not) accept arguments, finds the correct prototype object, calls clone()on that object, and returns the result.
  4. The client replaces all references to the new operator with calls to the factory method.

Rules of thumb

  • Sometimes creational patterns are competitors: there are cases when either Prototype or Abstract Factory could be used properly. At other times they are complementory: Abstract Factory might store a set of Prototypes from which to clone and return product objects. Abstract Factory, Builder, and Prototype can use Singleton in their implementations.
  • Abstract Factory classes are often implemented with Factory Methods, but they can be implemented using Prototype.
  • Factory Method: creation through inheritance. Protoype: creation through delegation.
  • Often, designs start out using Factory Method (less complicated, more customizable, subclasses proliferate) and evolve toward Abstract Factory, Protoype, or Builder (more flexible, more complex) as the designer discovers where more flexibility is needed.
  • Prototype doesn’t require subclassing, but it does require an “initialize” operation. Factory Method requires subclassing, but doesn’t require Initialize.
  • Designs that make heavy use of the Composite and Decorator patterns often can benefit from Prototype as well.
  • Prototype co-opts one instance of a class for use as a breeder of all future instances.
  • Prototypes are useful when object initialization is expensive, and you anticipate few variations on the initialization parameters. In this context, Prototype can avoid expensive “creation from scratch”, and support cheap cloning of a pre-initialized prototype.
  • Prototype is unique among the other creational patterns in that it doesn’t require a class – only an object. Object-oriented languages like Self and Omega that do away with classes completely rely on prototypes for creating new objects.

Read next

Design Patterns - Simply

This article is taken from the book Design Patterns - Simply.

ALL design patterns are compiled there. The book is written in a clear and simple language that makes it easy to read and understand (just like this article).

It is a part of our Design Patterns Course. We distribute it in PDF format, so it will be available for downloading in 10 seconds!

Learn more…



Prototype in C++: Before and after




Before

The architect has done an admirable job of decoupling the client from Stooge concrete derived classes, and, exercising polymorphism. But there remains coupling where instances are actually created.

class Stooge
{
  public:
    virtual void slap_stick() = 0;
};

class Larry: public Stooge
{
  public:
    void slap_stick()
    {
        cout << "Larry: poke eyes\n";
    }
};
class Moe: public Stooge
{
  public:
    void slap_stick()
    {
        cout << "Moe: slap head\n";
    }
};
class Curly: public Stooge
{
  public:
    void slap_stick()
    {
        cout << "Curly: suffer abuse\n";
    }
};

int main()
{
  vector roles;
  int choice;

  while (true)
  {
    cout << "Larry(1) Moe(2) Curly(3) Go(0): ";
    cin >> choice;
    if (choice == 0)
      break;
    else if (choice == 1)
      roles.push_back(new Larry);
    else if (choice == 2)
      roles.push_back(new Moe);
    else
      roles.push_back(new Curly);
  }
  for (int i = 0; i < roles.size(); i++)
    roles[i]->slap_stick();
  for (int i = 0; i < roles.size(); i++)
    delete roles[i];
}
Larry(1) Moe(2) Curly(3) Go(0): 2Larry(1) Moe(2) Curly(3) Go(0): 1Larry(1) Moe(2) Curly(3) Go(0): 3Larry(1) Moe(2) Curly(3) Go(0): 0Moe: slap headLarry: poke eyesCurly: suffer abuse

After

clone() method has been added to the Stooge hierarchy. Each derived class implements that method by returning an instance of itself. A Factory class has been introduced that main- tains a suite of “breeder” objects (aka proto- types), and knows how to delegate to the correct prototype.

class Stooge {
public:
   virtual Stooge* clone() = 0;
   virtual void slap_stick() = 0;
};

class Factory {
public:
   static Stooge* make_stooge( int choice );
private:
   static Stooge* s_prototypes[4];
};

int main() {
   vector roles;
   int             choice;

   while (true) {
      cout << "Larry(1) Moe(2) Curly(3) Go(0): ";
      cin >> choice;
      if (choice == 0)
         break;
      roles.push_back(
         Factory::make_stooge( choice ) );
   }

   for (int i=0; i < roles.size(); ++i)
      roles[i]->slap_stick();
   for (int i=0; i < roles.size(); ++i)
      delete roles[i];
}

class Larry : public Stooge {
public:
   Stooge*   clone() { return new Larry; }
   void slap_stick() {
      cout << "Larry: poke eyes\n"; }
};
class Moe : public Stooge {
public:
   Stooge*   clone() { return new Moe; }
   void slap_stick() {
      cout << "Moe: slap head\n"; }
};
class Curly : public Stooge {
public:
   Stooge*   clone() { return new Curly; }
   void slap_stick() {
      cout << "Curly: suffer abuse\n"; }
};

Stooge* Factory::s_prototypes[] = {
   0, new Larry, new Moe, new Curly
};
Stooge* Factory::make_stooge( int choice ) {
   return s_prototypes[choice]->clone();
}

 
 

http://sourcemaking.com/design_patterns/prototype



  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
Go语言(也称为Golang)是由Google开发的一种静态强类型、编译型的编程语言。它旨在成为一门简单、高效、安全和并发的编程语言,特别适用于构建高性能的服务器和分布式系统。以下是Go语言的一些主要特点和优势: 简洁性:Go语言的语法简单直观,易于学习和使用。它避免了复杂的语法特性,如继承、重载等,转而采用组合和接口来实现代码的复用和扩展。 高性能:Go语言具有出色的性能,可以媲美C和C++。它使用静态类型系统和编译型语言的优势,能够生成高效的机器码。 并发性:Go语言内置了对并发的支持,通过轻量级的goroutine和channel机制,可以轻松实现并发编程。这使得Go语言在构建高性能的服务器和分布式系统时具有天然的优势。 安全性:Go语言具有强大的类型系统和内存管理机制,能够减少运行时错误和内存泄漏等问题。它还支持编译时检查,可以在编译阶段就发现潜在的问题。 标准库:Go语言的标准库非常丰富,包含了大量的实用功能和工具,如网络编程、文件操作、加密解密等。这使得开发者可以更加专注于业务逻辑的实现,而无需花费太多时间在底层功能的实现上。 跨平台:Go语言支持多种操作系统和平台,包括Windows、Linux、macOS等。它使用统一的构建系统(如Go Modules),可以轻松地跨平台编译和运行代码。 开源和社区支持:Go语言是开源的,具有庞大的社区支持和丰富的资源。开发者可以通过社区获取帮助、分享经验和学习资料。 总之,Go语言是一种简单、高效、安全、并发的编程语言,特别适用于构建高性能的服务器和分布式系统。如果你正在寻找一种易于学习和使用的编程语言,并且需要处理大量的并发请求和数据,那么Go语言可能是一个不错的选择。
Go语言(也称为Golang)是由Google开发的一种静态强类型、编译型的编程语言。它旨在成为一门简单、高效、安全和并发的编程语言,特别适用于构建高性能的服务器和分布式系统。以下是Go语言的一些主要特点和优势: 简洁性:Go语言的语法简单直观,易于学习和使用。它避免了复杂的语法特性,如继承、重载等,转而采用组合和接口来实现代码的复用和扩展。 高性能:Go语言具有出色的性能,可以媲美C和C++。它使用静态类型系统和编译型语言的优势,能够生成高效的机器码。 并发性:Go语言内置了对并发的支持,通过轻量级的goroutine和channel机制,可以轻松实现并发编程。这使得Go语言在构建高性能的服务器和分布式系统时具有天然的优势。 安全性:Go语言具有强大的类型系统和内存管理机制,能够减少运行时错误和内存泄漏等问题。它还支持编译时检查,可以在编译阶段就发现潜在的问题。 标准库:Go语言的标准库非常丰富,包含了大量的实用功能和工具,如网络编程、文件操作、加密解密等。这使得开发者可以更加专注于业务逻辑的实现,而无需花费太多时间在底层功能的实现上。 跨平台:Go语言支持多种操作系统和平台,包括Windows、Linux、macOS等。它使用统一的构建系统(如Go Modules),可以轻松地跨平台编译和运行代码。 开源和社区支持:Go语言是开源的,具有庞大的社区支持和丰富的资源。开发者可以通过社区获取帮助、分享经验和学习资料。 总之,Go语言是一种简单、高效、安全、并发的编程语言,特别适用于构建高性能的服务器和分布式系统。如果你正在寻找一种易于学习和使用的编程语言,并且需要处理大量的并发请求和数据,那么Go语言可能是一个不错的选择。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值