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{{Short description|Behavioral design pattern in object-oriented programming}}
{{distinguish|Template processor}}
{{more footnotes|date=March 2012}}
}}▼
In [[object-oriented programming]], the '''template method''' is one of the [[behavioral pattern|behavioral]] [[Software design pattern|design patterns]] identified by Gamma et al.<ref name=":0">{{cite book|title=Design Patterns|last1=Gamma|first1=Erich|last2=Helm|first2=Richard|last3=Johnson|first3=Ralph|last4=Vlissides|first4=John|publisher=Addison-Wesley|year=1994|isbn=0-201-63361-2|pages=[https://archive.org/details/designpatternsel00gamm/page/325 325–330]|chapter=Template Method|author-link1=Erich Gamma|author-link2=Richard Helm|author-link3=Ralph Johnson (computer scientist)|author-link4=John Vlissides|title-link=Design Patterns}}</ref> in the book ''[[Design Patterns]]''. The template method is a method in a superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of a number of high-level steps. These steps are themselves implemented by additional ''helper methods'' in the same class as the ''template method''.
The ''helper methods'' may be either ''[[
==Overview==
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* Subclasses of the base class "fill in" the empty or "variant" parts of the "template" with specific algorithms that vary from one subclass to another.<ref name=":1" /> It is important that subclasses do ''not'' override the ''template method'' itself.
At run-time, the algorithm represented by the template method is executed by sending the template message to an instance of one of the concrete subclasses. Through inheritance, the template method in the base class starts to execute. When the template method sends a message to self requesting one of the helper methods, the message will be received by the concrete sub-instance. If the helper method has been overridden, the overriding implementation in the sub-instance will execute; if it has not been overridden, the inherited implementation in the base class will execute. This mechanism ensures that the overall algorithm follows the same steps every time
This pattern is an example of [[inversion of control]] because the high-level code no longer determines what algorithms to run; a lower-level algorithm is instead selected at run-time.
Some of the self
== Structure ==
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In the above [[Unified Modeling Language|UML]] [[class diagram]], the <code>AbstractClass</code> defines a <code>templateMethod()</code> operation that defines the skeleton (template) of a behavior by
* implementing the invariant parts of the behavior and
* sending to '''self''' the messages <code>primitive1()</code> and <code>primitive2()</code> , which, because they are implemented in <code>SubClass1</code> , allow that subclass to provide a variant implementation of those parts of the algorithm.
[[Image:Template Method pattern in LePUS3.gif|thumb|none|300px|Template Method in [[Lepus3|LePUS3]].<ref>LePUS3 legend. Retrieved from http://lepus.org.uk/ref/legend/legend.xml.</ref>]]
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=== Use with code generators ===
The template pattern is useful when working with auto-generated code. The challenge of working with generated code is that changes to the source code will lead to changes in the generated code; if hand-written modifications have been made to the generated code, these will be lost. How, then, should the generated code be customized?
The Template pattern provides a solution. If the generated code follows the template method pattern, the generated code will all be an abstract superclass. Provided that hand-written customizations are confined to a subclass, the code generator can be run again without risk of over-writing these modifications. When used with code generation, this pattern is sometimes referred to as the [[Generation gap (pattern)|generation gap pattern]].<ref>{{cite book|last1=Vlissides|first1=John|title=Pattern Hatching: Design Patterns Applied|date=1998-06-22|publisher=Addison-Wesley Professional|isbn=978-0201432930|pages=85–101|url=http://www.informit.com/store/pattern-hatching-design-patterns-applied-9780201432930}}</ref>
==
This C++14 implementation is based on the pre C++98 implementation in the book.
<syntaxhighlight lang="php">▼
[[File:Cpp template method pattern UML.svg|Cpp template method pattern UML.svg]]
#include <iostream>
#include <memory>
class View { // AbstractClass
public:
// defines abstract primitive operations that concrete subclasses define to implement steps of an algorithm.
}▼
virtual void doDisplay() {}
}▼
// implements a template method defining the skeleton of an algorithm. The template method calls primitive operations as well as operations defined in AbstractClass or those of other objects.
void display() {
setFocus();
doDisplay();
resetFocus();
virtual ~View() = default;
private:
void setFocus() {
std::cout << "View::setFocus\n";
void resetFocus() {
std::cout << "View::resetFocus\n";
class MyView : public View { // ConcreteClass
// implements the primitive operations to carry out subclass-specific steps of the algorithm.
void doDisplay() override {
// render the view's contents
std::cout << "MyView::doDisplay\n";
▲};
▲ }
▲ }
int main() {
// The smart pointers prevent memory leaks
std::unique_ptr<View> myview = std::make_unique<MyView>();
myview->display();
}
</syntaxhighlight>
The program output is
<syntaxhighlight lang="c++">
View::setFocus
MyView::doDisplay
View::resetFocus
</syntaxhighlight>
== See also ==
* [[Inheritance (
* [[Method overriding (programming)]]
* [[GRASP (object-oriented design)|GRASP (object-oriented designer)]]
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== External links ==
{{
* [https://www.codeproject.com/Articles/307452/common-use-of-Template-Design-pattern-Design-pat Six common uses of the template pattern]
* [http://sourcemaking.com/design_patterns/template_method Template Method Design Pattern]
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