Merge branch 'javadoc'
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@ -3,15 +3,15 @@ package com.iluwatar.command;
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/**
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*
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* In Command pattern actions are objects that can be executed and undone.
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*
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* <p>
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* Four terms always associated with the command pattern are command, receiver, invoker and client. A command
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* object (spell) knows about receiver (target) and invokes a method of the receiver. Values for parameters of
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* object (spell) knows about the receiver (target) and invokes a method of the receiver. Values for parameters of
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* the receiver method are stored in the command. The receiver then does the work. An invoker object (wizard)
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* knows how to execute a command, and optionally does bookkeeping about the command execution. The invoker
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* does not know anything about a concrete command, it knows only about command interface. Both an invoker object
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* and several command objects are held by a client object (app). The client decides which commands to execute at
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* which points. To execute a command, it passes the command object to the invoker object.
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*
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* <p>
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* In other words, in this example the wizard casts spells on the goblin. The wizard keeps track of the previous
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* spells cast, so it is easy to undo them. In addition, the wizard keeps track of the spells undone, so they
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* can be redone.
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@ -20,6 +20,10 @@ package com.iluwatar.command;
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*/
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public class App {
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/**
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* Program entry point
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* @param args command line args
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*/
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public static void main(String[] args) {
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Wizard wizard = new Wizard();
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Goblin goblin = new Goblin();
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@ -1,14 +1,19 @@
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package com.iluwatar.command;
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import org.junit.Test;
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import com.iluwatar.command.App;
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public class AppTest {
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@Test
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public void test() {
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String[] args = {};
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App.main(args);
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}
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}
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package com.iluwatar.command;
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import org.junit.Test;
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import com.iluwatar.command.App;
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/**
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*
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* Application test
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*
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*/
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public class AppTest {
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@Test
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public void test() {
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String[] args = {};
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App.main(args);
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}
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}
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