命令模式,讲一个请求封装为一个对象,从而使你可用不同的请求对客户进行参数化;对请求排队或记录请求日志,以及支持可撤销的操作。
package Command;
public class MainClass {
public static void main(String[] args) {
// TODO Auto-generated method stub
Receiver receiver = new Receiver();
Command command = new ConcreteCommand(receiver);
Invoker invoker = new Invoker();
invoker.SetCommand(command);
invoker.ExecuteCommand();
}
}
abstract class Command {
protected Receiver receiver;
public Command(Receiver receiver) {
this.receiver = receiver;
}
abstract public void execute();
}
class ConcreteCommand extends Command {
public ConcreteCommand(Receiver receiver) {
super(receiver);
}
@Override
public void execute() {
// TODO Auto-generated method stub
receiver.action();
}
}
class Invoker {
private Command command;
public void SetCommand(Command command) {
this.command = command;
}
public void ExecuteCommand() {
command.execute();
}
}
class Receiver {
public void action() {
System.out.println("in action");
}
}
定义一个命令的抽象类(消息),实现若干个具体的命令,每个命令与对应着一个命令的接收者Receiver,Invoker发出命令。
命令模式的优点:能较容易地设计一个命令队列;较容易将命令计入日志;允许接受请求的一方决定是否要否决请求;容易实现对请求的撤销和重做;新增具体命令类很容易;把请求一个操作的对象与知道怎么执行一个操作的对象分隔开。