new
operator considered harmful.
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.
clone()
method to the existing "product" hierarchy.
Factory
class,
or in the base class of the "product" hierarchy.
clone()
on that
object, and returns the result.
new
operator with calls to the factory method.
Before | After | |
---|---|---|
// 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( void ) { vector<Stooge*> 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): 2 // Larry(1) Moe(2) Curly(3) Go(0): 1 // Larry(1) Moe(2) Curly(3) Go(0): 3 // Larry(1) Moe(2) Curly(3) Go(0): 0 // Moe: slap head // Larry: poke eyes // Curly: suffer abuse | // A 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( void ) { vector<Stooge*> 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(); } |
Abstract Factory classes are often implemented with Factory Methods, but they can be implemented using Prototype. [GoF, p95]
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. [GoF, p136]
Prototype doesn't require subclassing, but it does require an "initialize" operation. Factory Method requires subclassing, but doesn't require Initialize. [GoF, p116]
Designs that make heavy use of the Composite and Decorator patterns often can benefit from Prototype as well. [GoF, p126]
Prototype co-opts one instance of a class for use as a breeder of all future instances. [Amsterdam, p26]
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. [Amsterdam, p26]
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. [Amsterdam, p26]