In object-oriented programming, the command pattern is a behavioural 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.
Read more about Command Pattern: Uses, Structure, Terminology, Example
Famous quotes containing the words command and/or pattern:
“For experience showed her that she had not, by marrying a man of a large fortune, obtained any great proportion of property which she could call her own or command at her pleasure.”
—Sarah Fielding (17101768)
“Although the pattern prevailed,
The breaks were everywhere. That she could think
Of no thread capable of the necessary
Sew-work.”
—Gwendolyn Brooks (b. 1917)