Template Method
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In
object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and impl ...
, the template method is one of the
behavioral Behavior (American English) or behaviour (British English) is the range of actions of individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate p ...
design patterns ''Design Patterns: Elements of Reusable Object-Oriented Software'' (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a fore ...
identified by Gamma et al. in the book ''
Design Patterns ''Design Patterns: Elements of Reusable Object-Oriented Software'' (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a fore ...
''. 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 ''
abstract method A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be u ...
s'', in which case subclasses are required to provide concrete implementations, or '' hook methods,'' which have empty bodies in the superclass. Subclasses can (but are not required to) customize the operation by overriding the hook methods. The intent of the template method is to define the overall structure of the operation, while allowing subclasses to refine, or redefine, certain steps.


Overview

This pattern has two main parts: * The "template method" is implemented as a method in a base class (usually an
abstract class In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( ...
). This method contains code for the parts of the overall algorithm that are invariant. The template ensures that the overarching algorithm is always followed. In the template method, portions of the algorithm that may ''vary'' are implemented by sending self messages that request the execution of additional ''helper'' methods. In the base class, these helper methods are given a default implementation, or none at all (that is, they may be abstract methods). * 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. 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 while allowing the details of some steps to depend on which instance received the original request to execute the algorithm. This pattern is an example of
inversion of control In software engineering, inversion of control (IoC) is a design principle in which custom-written portions of a computer program receive the flow of control from an external source (e.g. a framework). The term "inversion" is historical: a softw ...
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-messages sent by the template method may be to ''
hook A hook is a tool consisting of a length of material, typically metal, that contains a portion that is curved/bent back or has a deeply grooved indentation, which serves to grab, latch or in any way attach itself onto another object. The hook's d ...
methods.'' These methods are implemented in the same base class as the template method, but with empty bodies (i.e., they do nothing). Hook methods exist so that subclasses can override them, and can thus fine-tune the action of the algorithm ''without'' the need to override the template method itself. In other words, they provide a "hook" on which to "hang" variant implementations.


Structure


UML class diagram

In the above UML
class diagram In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the re ...
, the AbstractClass defines a templateMethod() operation that defines the skeleton (template) of a behavior by * implementing the invariant parts of the behavior and * sending to self the messages primitive1() and primitive2() , which, because they are implemented in SubClass1 , allow that subclass to provide a variant implementation of those parts of the algorithm.


Usage

The ''template method'' is used in frameworks, where each implements the invariant parts of a domain's architecture, while providing hook methods for customization. This is an example of
inversion of control In software engineering, inversion of control (IoC) is a design principle in which custom-written portions of a computer program receive the flow of control from an external source (e.g. a framework). The term "inversion" is historical: a softw ...
. The template method is used for the following reasons. * It lets subclasses implement varying behavior (through overriding of the hook methods). * It avoids duplication in the code: the general workflow of the algorithm is implemented once in the abstract class's template method, and necessary variations are implemented in the subclasses. * It controls the point(s) at which specialization is permitted. If the subclasses were to simply override the template method, they could make radical and arbitrary changes to the workflow. In contrast, by overriding only the hook methods, only certain specific details of the workflow can be changed, and the overall workflow is left intact.


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.


C++ example

This C++14 implementation is based on the pre C++98 implementation in the book. #include #include class View ; class MyView : public View ; int main() The program output is View::setFocus MyView::doDisplay View::resetFocus


See also

*
Inheritance (object-oriented programming) In object-oriented programming, inheritance is the mechanism of basing an Object (computer science), object or Class (computer programming), class upon another object (Prototype-based programming, prototype-based inheritance) or class (Class-base ...
* Method overriding (programming) * GRASP (object-oriented designer) *
Adapter pattern In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. It is oft ...
*
Strategy pattern In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Instead of implementing a single algorithm directly, code receives runtime ins ...


References


External links


Six common uses of the template pattern

Template Method Design Pattern
{{Design Patterns patterns Software design patterns Articles with example Java code Method (computer programming)