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Summary prepared by Kirk Scott
Chapter 18 Prototype Summary prepared by Kirk Scott
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Design Patterns in Java Chapter 18 Prototype
Summary prepared by Kirk Scott
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Ivory-billed Woodpecker
From Wikipedia, the free encyclopedia Jump to: navigation, search Not to be confused with Ivory-billed Woodcreeper.
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The Ivory-billed Woodpecker (Campephilus principalis) is one of the largest woodpeckers in the world, at roughly 20 inches in length and 30 inches in wingspan. It was native to the virgin forests of the southeastern United States (along with a separate subspecies native to Cuba). Due to habitat destruction, and to a lesser extent hunting, its numbers have dwindled to the point where it is uncertain whether any remain. Almost no forests today can maintain any Ivory-billed Woodpecker population.
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The name Campephilus means "lover of grubs" - an allusion to the diet of these birds, many of which feed on the larvae of wood-boring beetles. Contrary to long-held opinion, their closest relatives are not the large black Dryocopus woodpeckers: instead, they are related to the Chrysocolaptes flamebacks from Southeast Asia (Benz et al., 2006).
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Zygodactyly Zygodactyly (from Greek ζυγον, a yoke) is an arrangement of digits in birds and chameleons, with two toes facing forward (digits 2 and 3) and two back (digits 1 and 4). This arrangement is most common in arboreal species, particularly those that climb tree trunks or clamber through foliage. Zygodactyly occurs in the parrots, woodpeckers (including flickers), cuckoos (including roadrunners), and some owls. Zygodactyl tracks have been found dating to Ma (early Cretaceous), 50 million years before the first identified zygodactyl fossils.[2]
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Illustration of left foot, showing Zygodactyly typical of woodpeckers.
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The Introduction Before the Introduction
The goal of prototyping is to construct a new object based on an existing object If you remember the discussion of cloning given earlier, you know the most important things there are to know about prototyping
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The range of options for copying/cloning includes:
Make a new object from scratch and initialize it to the values of an existing object Make a shallow copy, assuming a shallow copy is acceptable Make a deep copy Either of the last two options may be done using a clone() method in Java
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The book suggests making “copy()” methods.
The new idea that comes with prototyping is making partial copy() methods In other words, you make a copy of a given object, but some of the instance variables are initialized to default values, while others are initialized to the values in the object being copied
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Side Note on Terminology
If you talk about partial copies, it would be possible to slip into talking about a “partial clone” I just wanted to suggest that “partial clone” is a contradiction in terms, and I would avoid that terminology
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Prototyping vs. Copying vs. Cloning
There is also a potential pitfall even when being careful to speak in terms of copy() methods rather than clone() methods Copying may be a convenient way to bring useful instances of objects into existence, but the client needs to be aware of the distinction between copying and cloning If the fact that something is a partial copy is important, it needs to be clear
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Book Definition of the Prototype Design Pattern
The intent of the Prototype pattern is to provide new objects by copying an example rather than by bringing forth new, uninitialized instances of a class.
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The book develops a concrete example that illustrates the use of prototyping
This is the first example we’ll see that exhibits these characteristics: It is based on Oozinoz It is part of a larger, relatively complete, object-oriented, graphical code base The example is based on showing one solution and then refactoring it by applying a pattern
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Rather than being given a toy example, we have to accept the premises of a complex system
We have to understand the shortcomings of a given design We have to see how a subset of that system can be refactored with the design pattern
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The example involves alternative designs for a system that is supposed to support multiple graphical user interfaces The graphical user interfaces are supported by an underlying user interface kit, a UIKit class, which contains methods which create elements of the UI
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This is an outline of the initial design:
There is a UIKit superclass There are three subclasses, HandheldUI, WideScreenUI, and BetaUI Each of the subclasses supports a separate look and feel for the application in different environments The UML diagram shown on the next overhead illustrates this design approach
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An Alternative Design The book uses this as the starting point for an example where you might use prototyping Instead of having three subclasses to the UIKit class, this alternative is proposed: The UIKit class should contain static methods which can be called in order to generate the UI objects needed for various different UI environments
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The Book’s Code for Implementing the Prototype Design Pattern
This is where the book gives initial example code that is supposed to implement the design pattern Instead of dealing with prototyping by means of careful cloning, they implement prototyping by writing a copy() method which is based on cloning
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The example they give is of a method that makes it possible to “copy” a panel, a GUI component that might appear in a UIKit The code is given on the next overhead
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public class OzPanel extends Jpanel implements Cloneable
{ public OzPanel copy() return (OzPanel) this.clone(); }
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Apparent Problems with the Book’s Example
The thing to understand is that the book is trying to go step-by-step It starts with a scenario and proposes a solution But the solution is not complete and correct They’re trying to model the process of code development
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As part of their approach, the book kind of beats around the bush
I would like to lead by just pointing out some of the obvious flaws with what they’ve done so far As given, the method doesn’t even accomplish the goal of doing a partial copy, the basic reason for creating copy() methods rather than using clone() methods
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At the same time, it seems to be both unwise and potentially wrong
It’s unwise because it is effectively just an attempt to make cloning public If you’re going to clone, there is a way to make cloning public using the tools of Java
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It’s potentially wrong because it still doesn’t deal with the issue that the inherited clone() method makes shallow copies We don’t know at this point whether deep or shallow copies are needed
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The copy() method also doesn’t include a try/catch block for the call to clone()
It doesn’t explicitly try to handle the throwing of a CloneNotSupported exception—which may result depending on how the clone() method was implemented
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The Book’s Critique of its own Example
The book actually does claim that their code is dangerous This is allegedly due to its inheritance characteristics The authors point out the obvious fact that OzPanel, as a subclass of JPanel, will inherit attributes from it and all of its superclasses
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Their point is that if you aren’t familiar with all of the superclasses, can you be satisfied with all of the default values that come from them? The reality is, that as a dyed-in-the-wool object-oriented programmer, I have become accustomed to accepting default initialization of inherited instance variables for a long time Should I be worried?
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What’s the Real Point of the Book’s Example?
The book points out that for GUI purposes, the most important instance variables may actually be in a higher superclass, Component, not in JPanel These attributes include things like the foreground, the background, and the font, for example They illustrate that fact with the UML diagram on the following overhead
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What the book is driving at is that they’re trying to motivate the idea that you probably really want only a partial copy In other words, they are conceding that a copy() method that is just a cloaked clone() method doesn’t really serve the purpose of prototyping The book pursues this idea in the following challenge
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Challenge 18.4 Write an OzPanel.copy2() method that copies a panel without relying on clone(). Assume that the only attributes that are important to a copy are background, font, and foreground.
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Solution 18.4 “A reasonable solution is as follows: [Code is given on the next overhead.]
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public OzPanel copy2() { OzPanel result = new OzPanel(); result.setBackground(this.getBackground()); result.setForeground(this.getForeground()); result.setFont(this.getFont()); return result; }
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Solution 18.4, continued: Both the copy() method and the copy2() method relieve clients of OzPanel from invoking a constructor and thus support the Prototype idea. However, the manual approach of copy2() may be much safer. This approach relies on knowing which attributes are important to copy, but it avoids copying attributes that you may know nothing about.”
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Comment mode on: To state the obvious, in this second example, the prototyping code does call a constructor rather than calling a clone() method But the client code does not call the constructor directly It is spared the trouble of extracting desired values to copy and then calling a constructor which accepts those values as parameters
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Comment mode continued:
If prototyping is making a partial copy, then this example implements prototyping It creates a new object from scratch, with default values for its instance variables It then initializes some important instance variables to the values of the particular object that’s being prototyped
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Comment mode continued:
The book’s explanation seems a little garbled to me It’s not that I’m worried about inherited instance variables in general, and their default initialization
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I am perfectly happy, as usual, to accept default initialization for large numbers of inherited instance variables that I know nothing about It is precisely those that I do know something about that I choose to initialize to values I also know something about because they are the values in an object which I already have possession of
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I have a specific purpose in mind
If I’m thinking clearly, then it’s a simple matter to make sure I copy over the values that I really want In this example, concretely, that makes sure there’s consistency between the different graphical user interfaces
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UML for the Pattern The prototype pattern is so simple that I have devised no particular UML diagram that illustrates it You would might include it in a UML diagram of a design, or recognize it in a UML diagram of a design, by means of a method given in the box representing a class
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The method may have a name, like copy(), or prototype(), that indicates that it implements the pattern The diagram may also included a box with a dog-eared corner that shows the code or contains a comment that makes it clear that the method in question implements prototyping
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Lasater’s UML diagram is given on the next overhead.
Using that author’s terminology, the pattern is recognizable by the subclass, the operation() method to prototype, and the use of the clone() method in the prototype classes.
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Summary Prototyping means in some sense making new objects by copying existing objects It differs from cloning because only partial copies are created Some of the instance variable values of the new objects are the default values, while others are copied from the existing object. Prototyping is partial copying
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The End
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