The prototype pattern is a creational design pattern used in software development when the type 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 abstract factory pattern does.
- 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, declare 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.
Read more about Prototype Pattern: Example, Rules of Thumb
Famous quotes containing the words prototype and/or pattern:
“The Ancient Mariner seizes the guest at the wedding feast and will not let go until he has told all his story: the prototype of the bore.”
—Mason Cooley (b. 1927)
“Put out the light, and then put out the light.
If I quench thee, thou flaming minister,
I can again thy former light restore
Should I repent me; but once put out thy light,
Thou cunningst pattern of excelling nature,
I know not where is that Promethean heat
That can thy light relume.”
—William Shakespeare (15641616)