Skip to content

Files

Latest commit

author
georgi lambov
Jun 22, 2010
c3f1f50 · Jun 22, 2010

History

History

command

Folders and files

NameName
Last commit message
Last commit date

parent directory

..
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
Jun 22, 2010
In object-oriented programming, the command pattern is a design pattern in which an object
is used to represent and encapsulate all the information needed to call a method at a later time.
This information includes the method name, the object that owns the method and values
for the method parameters.

Three terms always associated with the command pattern are client, invoker and receiver.
The client instantiates the command object and provides the information required to call
the method at a later time. The invoker decides when the method should be called.
The receiver is an instance of the class that contains the method's code.

Using command objects makes it easier to construct general components that need to delegate,
sequence or execute method calls at a time of their choosing without the need to know the
owner of the method or the method parameters.