模板方法模式(Template Method Pattern)也叫模板模式,是一种行为型模式。它定义了一个抽象公开类,包含基本的算法骨架,而将一些步骤延迟到子类中,模板方法使得子类可以不改变算法的结构,只是重定义该算法的某些特定步骤。不同的子类以不同的方式实现这些抽象方法,从而对剩余的逻辑有不同的实现。以此基于公共的模板,来实现实现不同的功能。
模板模式适用于一些复杂操作进行步骤分割、抽取公共部分由抽象父类实现、将不同的部分在父类中定义抽象实现、而将具体实现过程由子类完成。对于有多个子类具有共有的方法,且逻辑相同,可以考虑作为模板方法。
- 相同的部分父类给出统一的模板,子类大量复用,从而节省代码,复用逻辑。
- 封装不变部分,扩展可变部分,行为由父类控制,子类灵活实现,便于维护和扩展。
- 创建一个抽象的模板类,定义基本流程,同时定义一些基本方法供子类去实现。
- 创建多个子类继承抽象模板,覆盖父类的相关动作和方法。
// GameTemplate.java 定义抽象模板类,有抽象方法和具体方法
public abstract class GameTemplate {
// 抽象方法待子类来实现
abstract void init();
abstract void start();
abstract void end();
// 可复用的算法流程
public void play() {
System.out.println(this.getClass().getSimpleName() + "::play()");
// 初始化游戏
init();
// 开始游戏
start();
// 结束游戏
end();
}
}
// Basketball.java 定义子类覆写父类抽象方法
public class Basketball extends GameTemplate {
@Override
void init() {
System.out.println("Basketball::init() [Basketball Game Initialized! Start playing.]");
}
@Override
void start() {
System.out.println("Basketball::start() [Basketball Game Started. Enjoy the game!]");
}
@Override
void end() {
System.out.println("Basketball::end() [Basketball Game Finished!]");
}
}
// Football.java 定义子类覆写父类抽象方法
public class Football extends GameTemplate {
@Override
void init() {
System.out.println("Football::init() [Football Game Initialized! Start playing.]");
}
@Override
void start() {
System.out.println("Football::start() [Football Game Started. Enjoy the game!]");
}
@Override
void end() {
System.out.println("Football::end() [Football Game Finished!]");
}
}
// Tennis.java 定义子类覆写父类抽象方法
public class Tennis extends GameTemplate {
@Override
void init() {
System.out.println("Tennis::init() [Tennis Game Initialized! Start playing.]");
}
@Override
void start() {
System.out.println("Tennis::start() [Tennis Game Started. Enjoy the game!]");
}
@Override
void end() {
System.out.println("Tennis::end() [Tennis Game Finished!]");
}
// 在调用父类play之前,如果要执行自己的行为,也可以覆盖父类方法
// 先执行自己的,再调用父类的方法
@Override
public void play() {
System.out.println("Tennis::play() [Tennis Game play!]");
super.play();
}
}
/**
* 模板方法模式就是当子类具备类似行为的时候,让子类共用一套流程
* 创建一个公共模板,确定公用流程和操作动作,子类覆盖具体的动作
*/
GameTemplate football = new Football();
football.play();
System.out.println("===");
GameTemplate basketball = new Basketball();
basketball.play();
System.out.println("===");
GameTemplate tennis = new Tennis();
tennis.play();
// func.h
#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
typedef struct GameTemplate GameTemplate;
typedef struct Football Football;
typedef struct Basketball Basketball;
typedef struct Tennis Tennis;
// 定义抽象模板,包括各种动作和公共流程
typedef struct GameTemplate
{
char name[50];
void (*init)(GameTemplate *game);
void (*start)(GameTemplate *game);
void (*end)(GameTemplate *game);
void (*play)(GameTemplate *game);
} GameTemplate;
void template_play(GameTemplate *game);
GameTemplate *game_template_constructor(char *name);
// 定义子类覆写父类抽象方法
typedef struct Football
{
char name[50];
void (*init)(Football *game);
void (*start)(Football *game);
void (*end)(Football *game);
void (*play)(Football *game);
} Football;
Football *football_constructor(char *name);
// 定义子类覆写父类抽象方法
typedef struct Basketball
{
char name[50];
void (*init)(Basketball *game);
void (*start)(Basketball *game);
void (*end)(Basketball *game);
void (*play)(Basketball *game);
} Basketball;
Basketball *basketball_constructor(char *name);
// 定义子类覆写父类抽象方法
typedef struct Tennis
{
char name[50];
void (*init)(Tennis *game);
void (*start)(Tennis *game);
void (*end)(Tennis *game);
void (*play)(Tennis *game);
} Tennis;
Tennis *tennis_constructor(char *name);
// game_template.c 定义抽象模板类,有抽象方法和具体方法
#include "func.h"
// 定义抽象模板类的公共部分,这里用struct替代
// 抽象方法待子类来实现
void template_init(GameTemplate *game) {}
void template_start(GameTemplate *game)
{
printf("\r\n GameTemplate::start() [GameTemplate Initialized! Start playing.]");
}
void template_end(GameTemplate *game) {}
// 可复用的算法流程
void template_play(GameTemplate *game)
{
printf("\r\n GameTemplate::play() [name=%s]", game->name);
// 初始化游戏
game->init(game);
// 开始游戏
game->start(game);
// 结束游戏
game->end(game);
}
GameTemplate *game_template_constructor(char *name)
{
// printf("\r\n game_template_constructor() [构建GameTemplate]");
GameTemplate *game = (GameTemplate *)malloc(sizeof(GameTemplate));
strcpy(game->name, name);
game->init = &template_init;
game->start = &template_start;
game->end = &template_end;
game->play = &template_play;
return game;
}
// basketball.c 定义子类覆写父类抽象方法
#include "func.h"
// 定义子类覆写父类抽象方法
void basketball_init(Basketball *game)
{
printf("\r\n Basketball::init() [Basketball Game Initialized! Start playing.]");
}
void basketball_start(Basketball *game)
{
printf("\r\n Basketball::start() [Basketball Game Started. Enjoy the game!]");
}
void basketball_end(Basketball *game)
{
printf("\r\n Basketball::end() [Basketball Game Finished!]");
}
Basketball *basketball_constructor(char *name)
{
printf("\r\n basketball_constructor() [构建Basketball]");
GameTemplate *template = game_template_constructor(name);
Basketball *game = (Basketball *)template;
game->init = &basketball_init;
// 如果不覆盖则使用基类的函数
// game->start = &basketball_start;
game->end = &basketball_end;
return game;
}
// football.c 定义子类覆写父类抽象方法
#include "func.h"
// 定义子类覆写父类抽象方法
void football_init(Football *game)
{
printf("\r\n Football::init() [Football Game Initialized! Start playing.]");
}
void football_start(Football *game)
{
printf("\r\n Football::start() [Football Game Started. Enjoy the game!]");
}
void football_end(Football *game)
{
printf("\r\n Football::end() [Football Game Finished!]");
}
Football *football_constructor(char *name)
{
printf("\r\n football_constructor() [构建Football]");
GameTemplate *template = game_template_constructor(name);
Football *game = (Football *)template;
game->init = &football_init;
game->start = &football_start;
game->end = &football_end;
return game;
}
// tennis.c 定义子类覆写父类抽象方法
#include "func.h"
// 定义子类覆写父类抽象方法
void tennis_init(Tennis *game)
{
printf("\r\n Tennis::init() [Tennis Game Initialized! Start playing.]");
}
void tennis_start(Tennis *game)
{
printf("\r\n Tennis::start() [Tennis Game Started. Enjoy the game!]");
}
void tennis_end(Tennis *game)
{
printf("\r\n Tennis::end() [Tennis Game Finished!]");
}
// 在调用父类play之前,如果要执行自己的行为,也可以覆盖父类方法
void tennis_play(Tennis *game)
{
// 先执行自己的内容,再调用基类的函数
printf("\r\n Tennis::play() [Tennis Game Play!]");
template_play((GameTemplate *)game);
}
Tennis *tennis_constructor(char *name)
{
printf("\r\n tennis_constructor() [构建Tennis]");
GameTemplate *template = game_template_constructor(name);
Tennis *game = (Tennis *)template;
game->init = &tennis_init;
game->start = &tennis_start;
game->end = &tennis_end;
game->play = &tennis_play;
return game;
}
#include "../src/func.h"
int main(void)
{
printf("test start:\r\n");
/**
* 模板方法模式就是当子类具备类似行为的时候,让子类共用一套流程
* 创建一个公共模板,确定公用流程和操作动作,子类覆盖具体的动作
*/
Football *football = football_constructor("football");
football->play(football);
printf("\r\n ===");
Basketball *basketball = basketball_constructor("basketball");
basketball->play(basketball);
printf("\r\n ===");
Tennis *tennis = tennis_constructor("basketball");
tennis->play(tennis);
}
不同语言设计模式源码:https://github.com/microwind/design-pattern