Design Pattern ->Prototype
Layering & Contract Philosophy With additional indirection
Prototype
The example code is as following:
1 class CObject 2 { 3 public: 4 virtual CObject* clone() const = 0; 5 virtual void BasicOperation() = 0; 6 } 7 //clone is a virtual method, its return type can be different from base class 8 class CConcreteObject: public CObject 9 { 10 public: 11 virtual CConcreteObject* clone() const { return new CConcreteObject (*this);} 12 } 13 14 class Client 15 { 16 public: CObject* pObject = NULL; 17 public: 18 void setObject(CObject *p) 19 { 20 if (pObject != NULL ) 21 delete pObject; 22 pObject = NULL; 23 pObject = p->clone(); 24 } 25 void operation() { pObject->BasicOperation();} 26 }
Applicability
- Use the Prototype pattern when:a system should be independent of how its products are created, composed, and represented;
- Use the Prototype pattern when: the classes to instantiate are specified at run-time, for example, by dynamic loading; or to avoid building a class hierarchy of factories that parallels the class hierarchy of products; or when instances of a class can have one of only a few different combinations of state. It may be more convenient to install a corresponding number of prototypes and clone them rather than instantiating the class manually,each time with the appropriate state.
Participants
- Prototype (Graphic): declares an interface for cloning itself which must be implemented by derived class.
- ConcretePrototype (Staff, WholeNote, HalfNote): implements an operation for cloning itself.
- Client (GraphicTool): creates a new object by asking a prototype to clone itself.
Collaborations
- A client asks a prototype to clone itself and manipulates them as own.
From:Design Patterns:Elements of Reusable Object-Oriented Software, by GoF