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The Prototype Design Pattern in TypeScript

Sign upSign InSign upSign InMehmet YildizFollowBits and Pieces--ListenShareImagine for a moment, you’re an artist sculpting beautiful statues. But each statue takes days to create. Wouldn’t it be fantastic if you could simply Clone a masterpiece, reproducing it quickly while ensuring the clone is every bit as stunning as the original? In the world of programming, we can do just that with the Prototype Design Pattern.The Prototype Pattern is a creational design pattern that allows an object to copy itself. It involves creating a new object as a clone of an existing object. This pattern can be beneficial when creating a new object is resource-intensive, and you want a more performance-efficient solution.Let’s think about building an extensive game environment with hundreds of similar objects. If we had to instantiate each one separately, it would be inefficient. But with the Prototype Pattern, we can create a basic object and clone it as needed, keeping our game running smoothly and efficiently.The Prototype Pattern serves several purposes:You should use the Prototype Pattern when:Let’s break down how we can implement the Prototype Pattern in TypeScript, taking the example of game objects:First, we create an interface Cloneable that declares the clone method:Next, we create the GameObject class that implements this interface:💡 Since your GameObject prototype implements the Cloneable interface, you can now use Bit to encapsulate the GameObject class into its own component then independently test, version, and document, and then share it with whoever you want, making sure they can clone from it in a much more performant way.bit.devNow we’ll create an object from GameObject and clone it:And voila! You’ve just used the Prototype Design Pattern to create a clone of a game object. The complete code can be found in this gist:https://gist.github.com/myildizCH/f7ab0c149b61f34801bd350568577fc2The Prototype Pattern can be a valuable tool when object creation is a costly affair, or you want to add items dynamically at runtime. This pattern can particularly shine in game development, as in our example, but its use cases extend to many other scenarios. Like any design pattern, remember to use it judiciously, considering your unique project requirements and constraints.Happy cloning, and even happier coding!Bit is an open-source toolchain for the development of composable software.With Bit, you can develop any piece of software — a modern web app, a UI component, a backend service or a CLI script — as an independent, reusable and composable unit of software. Share any component across your applications to make it easier to collaborate and faster to build.Join the 100,000+ developers building composable software together.Get started with these tutorials:bit.devbit.devbit.devblog.bitsrc.ioblog.bitsrc.iobit.devbit.devitnext.ioblog.bitsrc.io----Bits and PiecesLeading and Inspiring Teams to ExcellenceMehmet YildizinBits and Pieces--Osusara KammalawattainBits and Pieces--1Matteo PampanainBits and Pieces--16Mehmet YildizinBits and Pieces--Anto SemeraroinBits and Pieces--Jari RoomerinBetter Humans--95Dr. Derek Austin 🥳ingit happy--Murillo Nahás--Nitsan CoheninBits and Pieces--1Lokesh Prajapati--HelpStatusWritersBlogCareersPrivacyTermsAboutText to speechTeams



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The Prototype Design Pattern in TypeScript

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