Command es un patrón de diseño de comportamiento que convierte solicitudes u operaciones simples en objetos.
La conversión permite la ejecución diferida de comandos, el almacenamiento del historial de comandos, etc.
Complejidad:
Popularidad:
Ejemplos de uso: El patrón Command es muy común en el código C++. La mayoría de las veces se utiliza como alternativa a las retrollamadas (callbacks ) para parametrizar elementos UI con acciones. También se utiliza para poner tareas en cola, realizar el seguimiento del historial de operaciones, etc.
Identificación: El patrón Command es reconocible por los métodos de comportamiento en un tipo de clase abstracta/interfaz (emisora) que invoca un método en una implementación de un tipo de clase abstracta/interfaz diferente (receptora) que la implementación del comando ha implementado durante su creación. Las clases de comando se limitan normalmente a acciones específicas.
Ejemplo conceptual
Este ejemplo ilustra la estructura del patrón de diseño Command . Se centra en responder las siguientes preguntas:
¿De qué clases se compone?
¿Qué papeles juegan esas clases?
¿De qué forma se relacionan los elementos del patrón?
main.cc: Ejemplo conceptual
/**
* The Command interface declares a method for executing a command.
*/
class Command {
public:
virtual ~Command() {
}
virtual void Execute() const = 0;
};
/**
* Some commands can implement simple operations on their own.
*/
class SimpleCommand : public Command {
private:
std::string pay_load_;
public:
explicit SimpleCommand(std::string pay_load) : pay_load_(pay_load) {
}
void Execute() const override {
std::cout << "SimpleCommand: See, I can do simple things like printing (" << this->pay_load_ << ")\n";
}
};
/**
* The Receiver classes contain some important business logic. They know how to
* perform all kinds of operations, associated with carrying out a request. In
* fact, any class may serve as a Receiver.
*/
class Receiver {
public:
void DoSomething(const std::string &a) {
std::cout << "Receiver: Working on (" << a << ".)\n";
}
void DoSomethingElse(const std::string &b) {
std::cout << "Receiver: Also working on (" << b << ".)\n";
}
};
/**
* However, some commands can delegate more complex operations to other objects,
* called "receivers."
*/
class ComplexCommand : public Command {
/**
* @var Receiver
*/
private:
Receiver *receiver_;
/**
* Context data, required for launching the receiver's methods.
*/
std::string a_;
std::string b_;
/**
* Complex commands can accept one or several receiver objects along with any
* context data via the constructor.
*/
public:
ComplexCommand(Receiver *receiver, std::string a, std::string b) : receiver_(receiver), a_(a), b_(b) {
}
/**
* Commands can delegate to any methods of a receiver.
*/
void Execute() const override {
std::cout << "ComplexCommand: Complex stuff should be done by a receiver object.\n";
this->receiver_->DoSomething(this->a_);
this->receiver_->DoSomethingElse(this->b_);
}
};
/**
* The Invoker is associated with one or several commands. It sends a request to
* the command.
*/
class Invoker {
/**
* @var Command
*/
private:
Command *on_start_;
/**
* @var Command
*/
Command *on_finish_;
/**
* Initialize commands.
*/
public:
~Invoker() {
delete on_start_;
delete on_finish_;
}
void SetOnStart(Command *command) {
this->on_start_ = command;
}
void SetOnFinish(Command *command) {
this->on_finish_ = command;
}
/**
* The Invoker does not depend on concrete command or receiver classes. The
* Invoker passes a request to a receiver indirectly, by executing a command.
*/
void DoSomethingImportant() {
std::cout << "Invoker: Does anybody want something done before I begin?\n";
if (this->on_start_) {
this->on_start_->Execute();
}
std::cout << "Invoker: ...doing something really important...\n";
std::cout << "Invoker: Does anybody want something done after I finish?\n";
if (this->on_finish_) {
this->on_finish_->Execute();
}
}
};
/**
* The client code can parameterize an invoker with any commands.
*/
int main() {
Invoker *invoker = new Invoker;
invoker->SetOnStart(new SimpleCommand("Say Hi!"));
Receiver *receiver = new Receiver;
invoker->SetOnFinish(new ComplexCommand(receiver, "Send email", "Save report"));
invoker->DoSomethingImportant();
delete invoker;
delete receiver;
return 0;
}
Output.txt: Resultado de la ejecución
Invoker: Does anybody want something done before I begin?
SimpleCommand: See, I can do simple things like printing (Say Hi!)
Invoker: ...doing something really important...
Invoker: Does anybody want something done after I finish?
ComplexCommand: Complex stuff should be done by a receiver object.
Receiver: Working on (Send email.)
Receiver: Also working on (Save report.)
Command en otros lenguajes