Saturday, April 27, 2024

Command pattern Wikipedia

command design pattern

Since we can use System class to get the operating system information, we will use this or else we can use Factory pattern to return appropriate type based on the input. The Command pattern suggests that GUI objects shouldn’t send these requests directly. The Invoker, often a remote control, is the one responsible for initiating command execution.

How to Implement

The goal is to create a flexible remote control that can handle different types of commands for each device, such as turning devices on/off, adjusting settings, or changing channels. Concrete Command Classes are the specific commands, like turning on a TV or adjusting the stereo volume. Each class encapsulates the details of a particular action.

Mastering Design Patterns with Examples — Command Pattern

The class that hosted our method implementation before is not gone. It will still have to interact with our new Method class. It is often called the Receiver, as it's the actual target of our action. In Object-Oriented-Programming, we have objects representing all kinds of concepts, like database entities, graphical elements, or concrete things modeled after the real world around us. And we have methods we can call on these objects to mimic their behavior and alter their state. Both concepts, objects and methods, are first-class citizens in most OOP languages - essential aspects made explicit by the corresponding language.

Design Patterns by Tutorials

Specifically, the invoker object is a higher-order function of which the command object is a first-class argument. Now we create the Invoker class and assign all the commands it can execute. The Invoker accepts the concrete command instances as the constructor parameters. The public methods of the Invoker are configured to call the execute() method of the respective commands. Command design patterns have a few core participants such as Invoker, Receiver, ConcreteCommand, etc., that are responsible for executing operations based on the client's request.

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The Command Pattern is a behavioral design pattern that focuses on encapsulating a request as an object, thereby decoupling the sender of the request from the receiver. This pattern allows you to parameterize objects with commands, delay or queue a request’s execution, and support undoable operations. It’s a fundamental pattern for implementing a wide range of functionality in software systems. The frontend team is unaware of the action that will be executed when a button is clicked.

Receiver Classes (Devices)

They only have a static representation without a runtime equivalent. If we would be able to store the history of all requests a user made, we could provide functionality like undo/redo or event let users record several actions to form a macro. Also, tracking bugs would be much easier - just record all steps the user took and iterate through them one by one to recreate the error state. We could even send a user action from one device to another and execute it there. Command is behavioral design pattern that converts requests or simple operations into objects. The central ideas of this design pattern closely mirror the semantics of first-class functions and higher-order functions in functional programming languages.

First, create an interface named ICommand.cs and copy and paste the following code. We declare one method (i.e., Execute) in this ICommand interface, which executes a command. The similar approach is adapted into chain of responsibility pattern as well.

Command Design Pattern in C#

Need to issue requests to objects without knowing anything about theoperation being requested or the receiver of the request. Commands with sophisticated logic that need to orchestrate many receivers are definitely heavy-weight. They have many dependencies, and there is a high chance that a change in any of them will propagate to your command implementation. You lose type safety when casting the parameter to the desired type. This can be problematic when you try to reuse your command in a different context. While your code will compile without errors, your cast may fail during runtime if the new context is incompatible with the old one.

Messaging Queue using the Command Pattern

Before long, you realize that this approach is deeply flawed. First, you have an enormous number of subclasses, and that would be okay if you weren’t risking breaking the code in these subclasses each time you modify the base Button class. Put simply, your GUI code has become awkwardly dependent on the volatile code of the business logic. While all of these buttons look similar, they’re all supposed to do different things. Where would you put the code for the various click handlers of these buttons?

command design pattern

Command decouples the object that invokes the operation from the onethat knows how to perform it. To achieve this separation, the designercreates an abstract base class that maps a receiver (an object) with anaction (a pointer to a member function). The base class contains anexecute() method that simply calls the action on the receiver.

The Command Design Pattern is a behavioral design pattern that revolutionizes the way requests are handled in software development. By encapsulating a request as an object, this pattern empowers developers to parameterize clients with diverse requests, efficiently queue and log requests, and seamlessly support undoable operations. In command pattern, the request is send to the invoker and invoker pass it to the encapsulated command object. Command object passes the request to the appropriate method of Receiver to perform the specific action.

As you can see in the below image, the client will create the command object. First, the Command Object has the Request (i.e., what to do?). The Receiver Object is nothing but the object which will handle the request. The Execute method will call the receiver object method, and the receiver object method will handle the request. The Command Design Pattern is particularly useful when you need to issue requests to objects without knowing anything about the operation being requested or the receiver of the request. It’s also beneficial when you need to parameterize objects with operations, and when you need to queue, specify, and execute requests at different times.

Later, the string can be restored as the initial command object. In the same way, you can queue, log or send commands over the network. Other GUI elements, such as menus, shortcuts or entire dialogs, can be implemented in the same way. They’ll be linked to a command which gets executed when a user interacts with the GUI element. As you’ve probably guessed by now, the elements related to the same operations will be linked to the same commands, preventing any code duplication.

Let us go ahead and implement the above example step by step using the Command Design Pattern in C#. The Command Design Pattern is a great example of encapsulation – one of the fundamental principles of object-oriented design. It encapsulates a request as an object, thereby letting you parameterize clients with different requests. Let’s solve above home automation problem with command design pattern and design each component one at a time. Suppose we need to build a remote control for home automation system which shall control different lights/electrical units of the home. A single button in remote may be able to perform same operation on similar devices e.g. a TV ON/OFF button can be used to turn ON/OFF different TV set in different rooms.

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