Prototype vs Factory: Trade-offs and When to Use
Both Prototype and Factory patterns create objects, but they solve different problems. Use Prototype when object creation is expensive or when objects have complex runtime state. Use Factory when you need centralized creation logic or when object construction is straightforward but type selection is dynamic.
Benefit: Avoids reconstruction cost by copying existing instances.
Example: Game enemy with loaded textures, AI state, inventory.
Benefit: Centralized creation logic, easy to add new types.
Example: Vehicle factory returning Car, Truck, or Bike based on type string.
First, when initialization involves external resources (database records, file parsing, network calls) that you want to avoid repeating. Second, when objects have complex configurations that are easier to copy than reconstruct. Third, when you need many similar objects with slight variations. However, if objects are simple POJOs (Plain Old Java Objects) with no expensive initialization, a factory with a constructor is clearer and more maintainable.
For simple value objects or DTOs (Data Transfer Objects), direct construction is simpler. If cloning logic becomes complex (deep nested structures, circular references), the maintenance burden outweighs benefits. In such cases, consider Builder pattern for complex construction or Factory for simpler type-based instantiation.
You can use both together. A factory can maintain a registry of prototype objects and return clones instead of creating from scratch. This is called a Prototype Registry or Prototype Factory. For example, a ShapeFactory stores pre-configured shape prototypes (red rectangle, blue circle) and clones them on request. This combines the type selection benefit of Factory with the efficiency of Prototype.
prototypes = {
"red-rect": new Rectangle(color=RED),
"blue-circle": new Circle(color=BLUE)
}
function createShape(type: String):
if type in prototypes:
return prototypes[type].clone()
else:
throw UnknownTypeError