Saturday, April 27, 2024

Mastering Design Patterns with Examples Command Pattern by Larry Peng Yang Computer Science Fundamentals

command design pattern

Create a class file named OpenCommand.cs, then copy and paste the following code. Second, it has a constructor, which initializes the Receiver Object. Third, it has the Execute method, which calls the Open method of the Receiver Object, i.e., the Document object Open Method.

Below is the code of above problem statement using Command Pattern:

command design pattern

To do this, the Command class must maintain the state for reversing its effects and implement an undo method that restores the object to its previous state. In command pattern, the invoker is decoupled from the action performed by the receiver. The invoker invokes a command, and the command executes the appropriate action of the receiver. Thus, the invoker can invoke commands without knowing the details of the action to be performed. In addition, this decoupling means that changes to the receiver’s action don’t directly affect the invocation of the action. Now we have receiver and command implementations ready, so we can move to implement the invoker class.

Command Pattern C++ Design Patterns

The Invoker will receive the command but can not handle that request. So, the one and only responsibility of the Invoker is to call the Execute method on the Receiver Object. So, Create a class file named MenuOptions.cs and copy and paste the following code. As you can see, this class contains three ICommand Type variables that are initialized using the constructor. This class also contains three methods, i.e., ClickOpen, ClickSave, and ClickClose, and within these methods, we call the command object Execute method.

Command pattern

This can greatly simplify the synchronization of threads. While both patterns encapsulate an algorithm into a separate component, they serve different purposes. The Command Pattern is about separating the responsibilities of issuing a command from executing a command, making it easier to add commands or change the execution of commands. On the other hand, the Strategy Pattern is about defining a family of algorithms, encapsulating each one, and making them interchangeable. Lets code and excute the client code to see how commands are executed. Did you noticed the Override annotation and if you wonder why it’s used, please read java annotations and override annotation benefits.

Implementation

The main one is that it can lead to an increase in the number of classes, as each command is represented by a separate class. This can make the system more complex and harder to understand. Hi Pankaj Nice post, I always like your comprehensive posts. I just want to bring up couple points here, I don’t see any point of having a Invoker class.

Use the Command pattern when you want to implement reversible operations. InvokerResponsible for executing the command assigned by the Client based on the incoming request. The latter approach may be better suited for lightweight command strategies, as there is no special command logic you can revert. Which approach you choose highly depends on your use case, especially whether you require your commands to be serializable or not.

Then, we create an instance of the Invoke, i.e., MenuOptions, bypassing the command objects as parameters. The Command Pattern finds its stride in scenarios where the sender and receiver of a request should dance to their own tunes without stepping on each other’s toes. This pattern proves invaluable in systems requiring command queuing, undo/redo functionalities, or the implementation of high-level operations built on a foundation of lower-level actions. A concrete command class must be written and passed to the invoker.

We create the Light and the Speaker classes that implement the Device interface. ConcreteCommandImplements the Command interface and provides implementation for the execute() method. It communicates with the receiver to trigger appropriate action. The actual delete logic would be implemented by a DeleteService in the backend.

Hence, this pattern allows you to model the concept of executing an action. After we discussed the disadvantages of the poorly constructed code, let’s have a look at a refactored code leveraging the Command Pattern. It remains in a queue until the chef is ready to serve it. The order contains all the relevant information required to cook the meal.

This real-world code demonstrates the Command pattern used in a simple calculator with unlimited number of undo's and redo's. Sequences of Command objects can be assembled into composite (or macro)commands. Consider we have a universal remote with four buttons On, Off, Up, and Down. This remote can be configured for any device such as a light, speaker, air conditioner, and the buttons can be configured for the respective device's use-cases. In the following examples, we first explore a poorly designed scenario that lacks separation of concerns and violates key principles of good software design. Subsequently, we showcase a refactored version using the Command Pattern, addressing the identified issues.

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The GUI object just triggers the command, which handles all the details. The Command Pattern can be employed to address these challenges. It introduces a level of abstraction between the sender of a command (remote control) and the receiver of the command (electronic devices). Now, Let’s have a look on the receiver class “Radio” which will implement actions method which will be called from various commands. Broker object uses command pattern to identify which object will execute which command based on the type of command.

Concrete command classes implement the Command interface or inherit from the abstract class. Each concrete command encapsulates a specific action to be performed. For instance, you might have concrete commands to turn on lights, open files, or send messages. We have created an interface Order which is acting as a command.

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