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53 lines (44 loc) · 1.9 KB
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package com.iluwatar.command;
/**
*
* The Command pattern is a behavioral design pattern in which an object is used to encapsulate all information
* needed to perform an action or trigger an event at a later time. This information includes the method name,
* the object that owns the method and values for the method parameters.
* <p>
* Four terms always associated with the command pattern are command, receiver, invoker and client. A command
* object (spell) knows about the receiver (target) and invokes a method of the receiver. Values for parameters of
* the receiver method are stored in the command. The receiver then does the work. An invoker object (wizard)
* knows how to execute a command, and optionally does bookkeeping about the command execution. The invoker
* does not know anything about a concrete command, it knows only about command interface. Both an invoker object
* and several command objects are held by a client object (app). The client decides which commands to execute at
* which points. To execute a command, it passes the command object to the invoker object.
* <p>
* In other words, in this example the wizard casts spells on the goblin. The wizard keeps track of the previous
* spells cast, so it is easy to undo them. In addition, the wizard keeps track of the spells undone, so they
* can be redone.
*
*
*/
public class App {
/**
* Program entry point
* @param args command line args
*/
public static void main(String[] args) {
Wizard wizard = new Wizard();
Goblin goblin = new Goblin();
goblin.printStatus();
wizard.castSpell(new ShrinkSpell(), goblin);
goblin.printStatus();
wizard.castSpell(new InvisibilitySpell(), goblin);
goblin.printStatus();
wizard.undoLastSpell();
goblin.printStatus();
wizard.undoLastSpell();
goblin.printStatus();
wizard.redoLastSpell();
goblin.printStatus();
wizard.redoLastSpell();
goblin.printStatus();
}
}