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Flyweight pattern
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Flyweight pattern : ウィキペディア英語版
Flyweight pattern

In computer programming, flyweight is a software design pattern. A flyweight is an object that minimizes memory use by sharing as much data as possible with other similar objects; it is a way to use objects in large numbers when a simple repeated representation would use an unacceptable amount of memory. Often some parts of the object state can be shared, and it is common practice to hold them in external data structures and pass them to the flyweight objects temporarily when they are used.
A classic example usage of the flyweight pattern is the data structures for graphical representation of characters in a word processor. It might be desirable to have, for each character in a document, a glyph object containing its font outline, font metrics, and other formatting data, but this would amount to hundreds or thousands of bytes for each character. Instead, for every character there might be a reference to a flyweight glyph object shared by every instance of the same character in the document; only the position of each character (in the document and/or the page) would need to be stored internally.
Another example is string interning.
In other contexts the idea of sharing identical data structures is called hash consing.
== History ==
According to the textbook ''Design Patterns: Elements of Reusable Object-Oriented Software'',〔
〕 the flyweight pattern was first coined and extensively explored by Paul Calder and Mark Linton in 1990 to efficiently handle glyph information in a WYSIWYG document editor,〔
〕 although similar techniques were already used in other systems, e.g., an application framework by Weinand et al. (1988).〔


抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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