I've read up on the Command Pattern, and I think I'm missing something. The Command object exists to abstract away the details of the Receiver object. It seems to me that we could simply stop here, and hold references to Command objects to execute the appropriate method at the appropriate time.
Why, then, is the Invoker needed? What advantage does this additional indirection provide? We've already hidden the details of the Receiver behind the Command, what's the motivation for the Command to then be hidden from the client as well?
The command design pattern is one of the twenty-three well-known GoF design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.
The main motivation for using the Command pattern is that the executor of the command does not need to know anything at all about what the command is, what context information it needs on or what it does. All of that is encapsulated in the command.
Use the Command pattern when you want to parametrize objects with operations. The Command pattern can turn a specific method call into a stand-alone object. This change opens up a lot of interesting uses: you can pass commands as method arguments, store them inside other objects, switch linked commands at runtime, etc.
The main difference is , the command does some action over the object. It may change the state of an object. While Strategy decides how to process the object. It encapsulates some business logic.
If you are passing different type of commands, Invoker
is useful. You can use same Invoker for execution of different concrete commands. On a different node, tagging Receiver
with ConcreteCommand
instead of Invoker
allows loose coupling. The Receiver
may change the name of the method (e.g. switchOn to swithcOnTV) as in this example:
Related post: Using Command Design pattern
To understand the purpose of Invoker
,I would like you to refer this article on Restaurant & Car Service centre use cases.
The waiter (Invoker
) takes the order from the Customer
on his pad. The Order
is then queued for the order cook and gets to the cook (Receiver
) where it is processed.
The Client is the Customer
. He sends his request to the Receiver
through the waiter, who is the Invoker
. The waiter encapsulates the command (the order in this case) by writing it on the check and then places it, creating the ConcreteCommand
object which is the command itself.
The Receiver
will be the cook that, after completing work on all the orders that were sent to him before the command in question, starts work on it.
Another noticeable aspect of the example is the fact that the pad for the orders does not support only orders from the menu, so it can support commands to cook many different items.
Well, if you put it that way, it seems quite complex, but often a Receiver doesn't need to be an object at all. It can be little more than just a function that is executed (as an event). Also, the invoker doesn't need to be a class. It is just the thing that triggers the command. This also can be an event handler in a button.
Even Wikipedia sums up a couple of examples where this pattern is used without actually having to implement complete separate classes for invoker and receiver. An example is a wizard dialog, where the GUI populates the command object, and a Finish button triggers it. So that GUI class (that you have anyway) is both the client and the invoker.
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