Command Pattern

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:

    Children from humble families must be taught how to command just as other children must be taught how to obey.
    Friedrich Nietzsche (1844–1900)

    Each child is an adventure into a better life—an opportunity to change the old pattern and make it new.
    Hubert H. Humphrey (1911–1978)