Grammatical fixes to command pattern

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Ilkka Seppälä 2021-06-09 08:05:24 +03:00
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@ -1,4 +1,4 @@
---
---
layout: pattern
title: Command
folder: command
@ -19,7 +19,7 @@ Encapsulate a request as an object, thereby letting you parameterize clients wit
requests, queue or log requests, and support undoable operations.
## Explanation
Real world example
Real-world example
> There is a wizard casting spells on a goblin. The spells are executed on the goblin one by one.
> The first spell shrinks the goblin and the second makes him invisible. Then the wizard reverses
@ -135,7 +135,7 @@ public class Goblin extends Target {
}
```
Finally we have the wizard in main function who casts spell
Finally, we have the wizard in the main function casting spells.
```java
public static void main(String[] args) {
@ -202,22 +202,22 @@ Use the Command pattern when you want to:
* Parameterize objects by an action to perform. You can express such parameterization in a
procedural language with a callback function, that is, a function that's registered somewhere to be
called at a later point. Commands are an object-oriented replacement for callbacks.
* Specify, queue, and execute requests at different times. A Command object can have a lifetime
* Specify, queue, and execute requests at different times. A Command object can have a life
independent of the original request. If the receiver of a request can be represented in an address
space-independent way, then you can transfer a command object for the request to a different process
and fulfill the request there.
* Support undo. The Command's execute operation can store state for reversing its effects in the
command itself. The Command interface must have an added un-execute operation that reverses the
effects of a previous call to execute. The executed commands are stored in a history list.
Unlimited-level undo and redo is achieved by traversing this list backwards and forwards calling
un-execute and execute, respectively.
Unlimited-level undo and redo functionality is achieved by traversing this list backward and forward
calling un-execute and execute, respectively.
* Support logging changes so that they can be reapplied in case of a system crash. By augmenting the
Command interface with load and store operations, you can keep a persistent log of changes.
Recovering from a crash involves reloading logged commands from disk and re-executing them with
Recovering from a crash involves reloading logged commands from the disk and re-executing them with
the execute operation.
* Structure a system around high-level operations build on primitive operations. Such a structure is
common in information systems that support transactions. A transaction encapsulates a set of changes
to data. The Command pattern offers a way to model transactions. Commands have a common interface,
common in information systems that support transactions. A transaction encapsulates a set of data
changes. The Command pattern offers a way to model transactions. Commands have a common interface,
letting you invoke all transactions the same way. The pattern also makes it easy to extend the
system with new transactions.
@ -227,7 +227,7 @@ system with new transactions.
* Implement callback functionality
* Implement the undo functionality
## Real world examples
## Real-world examples
* [java.lang.Runnable](http://docs.oracle.com/javase/8/docs/api/java/lang/Runnable.html)
* [org.junit.runners.model.Statement](https://github.com/junit-team/junit4/blob/master/src/main/java/org/junit/runners/model/Statement.java)

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@ -26,7 +26,7 @@ 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.
* 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