* Grammatical fixes to command pattern * Update bridge pattern readme * Fixes to builder pattern grammar * Update chain of responsibility * Improvements to the composite example * Fixes to headings * Minor updates to decorator pattern * Update facade * Update factory example * Update factory method * Update flyweight * Interpreter explanation * Update iterator readme * Add explanation for mediator pattern * Grammatical fixes to memento * Grammar fixes for observer * Update explanation for the prototype pattern * Proxy pattern grammar fixes * Update singleton * Grammar fixes to state pattern * Grammar fixes for strategy * Grammar fixes, template method * Grammar fixes for visitor * Fix typo
157 lines
5.1 KiB
Markdown
157 lines
5.1 KiB
Markdown
---
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layout: pattern
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title: Template method
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folder: template-method
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permalink: /patterns/template-method/
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categories: Behavioral
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language: en
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tags:
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- Gang of Four
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---
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## Intent
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Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template
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Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's
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structure.
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## Explanation
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Real-world example
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> The general steps in stealing an item are the same. First, you pick the target, next you confuse
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> him somehow and finally, you steal the item. However, there are many ways to implement these
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> steps.
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In plain words
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> Template Method pattern outlines the general steps in the parent class and lets the concrete child
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> implementations define the details.
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Wikipedia says
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> In object-oriented programming, the template method is one of the behavioral design patterns
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> identified by Gamma et al. in the book Design Patterns. The template method is a method in a
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> superclass, usually an abstract superclass, and defines the skeleton of an operation in terms of
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> a number of high-level steps. These steps are themselves implemented by additional helper methods
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> in the same class as the template method.
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**Programmatic Example**
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Let's first introduce the template method class along with its concrete implementations.
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```java
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@Slf4j
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public abstract class StealingMethod {
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protected abstract String pickTarget();
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protected abstract void confuseTarget(String target);
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protected abstract void stealTheItem(String target);
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public void steal() {
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var target = pickTarget();
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LOGGER.info("The target has been chosen as {}.", target);
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confuseTarget(target);
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stealTheItem(target);
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}
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}
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@Slf4j
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public class SubtleMethod extends StealingMethod {
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@Override
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protected String pickTarget() {
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return "shop keeper";
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}
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@Override
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protected void confuseTarget(String target) {
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LOGGER.info("Approach the {} with tears running and hug him!", target);
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}
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@Override
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protected void stealTheItem(String target) {
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LOGGER.info("While in close contact grab the {}'s wallet.", target);
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}
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}
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@Slf4j
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public class HitAndRunMethod extends StealingMethod {
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@Override
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protected String pickTarget() {
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return "old goblin woman";
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}
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@Override
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protected void confuseTarget(String target) {
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LOGGER.info("Approach the {} from behind.", target);
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}
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@Override
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protected void stealTheItem(String target) {
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LOGGER.info("Grab the handbag and run away fast!");
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}
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}
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```
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Here's the halfling thief class containing the template method.
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```java
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public class HalflingThief {
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private StealingMethod method;
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public HalflingThief(StealingMethod method) {
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this.method = method;
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}
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public void steal() {
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method.steal();
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}
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public void changeMethod(StealingMethod method) {
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this.method = method;
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}
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}
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```
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And finally, we show how the halfling thief utilizes the different stealing methods.
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```java
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var thief = new HalflingThief(new HitAndRunMethod());
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thief.steal();
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thief.changeMethod(new SubtleMethod());
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thief.steal();
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```
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## Class diagram
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## Applicability
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The Template Method pattern should be used
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* To implement the invariant parts of an algorithm once and leave it up to subclasses to implement the behavior that can vary
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* When common behavior among subclasses should be factored and localized in a common class to avoid code duplication. This is a good example of "refactoring to generalize" as described by Opdyke and Johnson. You first identify the differences in the existing code and then separate the differences into new operations. Finally, you replace the differing code with a template method that calls one of these new operations
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* To control subclasses extensions. You can define a template method that calls "hook" operations at specific points, thereby permitting extensions only at those points
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## Tutorials
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* [Template-method Pattern Tutorial](https://www.journaldev.com/1763/template-method-design-pattern-in-java)
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## Known uses
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* [javax.servlet.GenericServlet.init](https://jakarta.ee/specifications/servlet/4.0/apidocs/javax/servlet/GenericServlet.html#init--):
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Method `GenericServlet.init(ServletConfig config)` calls the parameterless method `GenericServlet.init()` which is intended to be overridden in subclasses.
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Method `GenericServlet.init(ServletConfig config)` is the template method in this example.
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## Credits
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* [Design Patterns: Elements of Reusable Object-Oriented Software](https://www.amazon.com/gp/product/0201633612/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0201633612&linkCode=as2&tag=javadesignpat-20&linkId=675d49790ce11db99d90bde47f1aeb59)
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* [Head First Design Patterns: A Brain-Friendly Guide](https://www.amazon.com/gp/product/0596007124/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0596007124&linkCode=as2&tag=javadesignpat-20&linkId=6b8b6eea86021af6c8e3cd3fc382cb5b)
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* [Refactoring to Patterns](https://www.amazon.com/gp/product/0321213351/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0321213351&linkCode=as2&tag=javadesignpat-20&linkId=2a76fcb387234bc71b1c61150b3cc3a7)
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