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Prototype Design Pattern

πŸ“š Table of Contents

The Prototype Design Pattern is a creational design pattern used in software development that allows you to create new objects by copying existing ones, known as prototypes, instead of creating new instances from scratch.


πŸ” What is the Prototype Design Pattern?

It provides a way to:

  • Clone existing objects without depending on their exact classes.
  • Useful when creating an object is expensive or complex (e.g., involving database or network operations).
  • It requires objects to implement a cloning interface (e.g., clone() method in Java or a copy constructor).

βœ… When to Use It (Why to Use)

  • βœ… Object creation is costly (e.g., heavy DB, network ops).
  • βœ… You need many objects that have mostly the same state but minor differences.
  • βœ… When system needs to be independent of the class hierarchy of objects being instantiated.
  • βœ… To avoid subclassing and complex logic for object creation.
  • βœ… When object creation involves a lot of initial configuration or setup.

🚫 When NOT to Use It (Why Not to Use)

  • ❌ If your objects are simple and cheap to create.
  • ❌ If your objects are immutable, and cloning is unnecessary.
  • ❌ If the deep copy logic is hard to implement, especially for objects with circular references or complex graphs.
  • ❌ When it introduces confusion in object lifecycle or behavior due to shared state (especially shallow copies).

βœ… Pros

Benefit Explanation
Performance Faster than instantiating a new object from scratch if creation is expensive
Decouples code Doesn’t rely on class names β€” works via interface (clone())
Avoids constructors No need for complex constructor logic repeatedly
Dynamic configuration Easily make variations of objects at runtime

❌ Cons

Drawback Explanation
Cloning complexity Requires implementing deep/shallow copy logic, which can be error-prone
Maintaining clone logic If object structure changes, clone logic must be updated
Not safe with mutable objects If shallow copy is used, objects may unintentionally share state
Not intuitive Can be harder to understand/debug than using new and constructors

πŸ”§ Real World Example (Java)

// Prototype interface
public interface Shape extends Cloneable {
    Shape clone();
}

// Concrete Prototype
public class Circle implements Shape {
    int radius;
    String color;

    public Circle(int radius, String color) {
        this.radius = radius;
        this.color = color;
    }

    @Override
    public Shape clone() {
        return new Circle(this.radius, this.color);
    }

    public String toString() {
        return "Circle: radius=" + radius + ", color=" + color;
    }
}
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Usage

public class PrototypeDemo {
    public static void main(String[] args) {
        Circle original = new Circle(10, "Red");

        // Clone the original
        Circle copy = (Circle) original.clone();
        copy.color = "Blue"; // Modify clone

        System.out.println(original); // Red
        System.out.println(copy);     // Blue
    }
}
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🧠 Use Cases

Use Case Description
Game development Create similar characters/enemies with slight variations
Document editors Duplicating document templates with minor changes
UI components Clone UI elements with different styles or content
Machine learning pipeline Clone configurations for different models or data

πŸ”„ Alternative Patterns

Alternative When to Consider
Factory Pattern When you need more control over the instantiation process
Builder Pattern When object construction is complex with many optional parameters
Singleton Pattern When only one instance is required instead of cloning

πŸ”š Summary

  • Prototype Pattern is ideal when object creation is expensive or repetitive and cloning is more efficient.
  • Use it when you need many similar objects, but want low overhead and flexibility.
  • Be cautious with shallow copies, complex object graphs, and mutable states.

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