
C++로 작성된 커맨드
커맨드는 요청 또는 간단한 작업을 객체로 변환하는 행동 디자인 패턴입니다.
이러한 변환은 명령의 지연 또는 원격 실행, 명령 기록 저장 등을 허용합니다.
복잡도:
인기도:
사용 예시들: 커맨드 패턴은 C++ 코드에서 매우 일반적입니다. 대부분의 경우 작업으로 UI 요소를 매개 변수화하기 위한 콜백의 대안으로 사용되며 작업 대기, 작업 기록 추적 등에도 사용됩니다.
식별: 커맨드 패턴은 다음과 같은 특징이 있습니다. 추상/인터페이스 유형(발신자)의 행동 메서드들이 있으며 이러한 메서드들은 다른 추상/인터페이스 유형(수신자)의 구현에서 메서드를 호출하며 이 메서드는 생성되는 동안 커맨드 구현으로 캡슐화되었습니다. 또 커맨드 클래스는 일반적으로 특정 작업만 수행할 수 있습니다.
개념적인 예시
이 예시는 커맨드 디자인 패턴의 구조를 보여주고 다음 질문에 중점을 둡니다:
- 패턴은 어떤 클래스들로 구성되어 있나요?
- 이 클래스들은 어떤 역할을 하나요?
- 패턴의 요소들은 어떻게 서로 연관되어 있나요?
main.cc: 개념적인 예시
/** * The Command interface declares a method for executing a command. */ class Command { public: virtual ~Command() { } virtual void Execute() const = 0; }; /** * Some commands can implement simple operations on their own. */ class SimpleCommand : public Command { private: std::string pay_load_; public: explicit SimpleCommand(std::string pay_load) : pay_load_(pay_load) { } void Execute() const override { std::cout << "SimpleCommand: See, I can do simple things like printing (" << this->pay_load_ << ")\n"; } }; /** * The Receiver classes contain some important business logic. They know how to * perform all kinds of operations, associated with carrying out a request. In * fact, any class may serve as a Receiver. */ class Receiver { public: void DoSomething(const std::string &a) { std::cout << "Receiver: Working on (" << a << ".)\n"; } void DoSomethingElse(const std::string &b) { std::cout << "Receiver: Also working on (" << b << ".)\n"; } }; /** * However, some commands can delegate more complex operations to other objects, * called "receivers." */ class ComplexCommand : public Command { /** * @var Receiver */ private: Receiver *receiver_; /** * Context data, required for launching the receiver's methods. */ std::string a_; std::string b_; /** * Complex commands can accept one or several receiver objects along with any * context data via the constructor. */ public: ComplexCommand(Receiver *receiver, std::string a, std::string b) : receiver_(receiver), a_(a), b_(b) { } /** * Commands can delegate to any methods of a receiver. */ void Execute() const override { std::cout << "ComplexCommand: Complex stuff should be done by a receiver object.\n"; this->receiver_->DoSomething(this->a_); this->receiver_->DoSomethingElse(this->b_); } }; /** * The Invoker is associated with one or several commands. It sends a request to * the command. */ class Invoker { /** * @var Command */ private: Command *on_start_; /** * @var Command */ Command *on_finish_; /** * Initialize commands. */ public: ~Invoker() { delete on_start_; delete on_finish_; } void SetOnStart(Command *command) { this->on_start_ = command; } void SetOnFinish(Command *command) { this->on_finish_ = command; } /** * The Invoker does not depend on concrete command or receiver classes. The * Invoker passes a request to a receiver indirectly, by executing a command. */ void DoSomethingImportant() { std::cout << "Invoker: Does anybody want something done before I begin?\n"; if (this->on_start_) { this->on_start_->Execute(); } std::cout << "Invoker: ...doing something really important...\n"; std::cout << "Invoker: Does anybody want something done after I finish?\n"; if (this->on_finish_) { this->on_finish_->Execute(); } } }; /** * The client code can parameterize an invoker with any commands. */ int main() { Invoker *invoker = new Invoker; invoker->SetOnStart(new SimpleCommand("Say Hi!")); Receiver *receiver = new Receiver; invoker->SetOnFinish(new ComplexCommand(receiver, "Send email", "Save report")); invoker->DoSomethingImportant(); delete invoker; delete receiver; return 0; }
Output.txt: 실행 결과
Invoker: Does anybody want something done before I begin? SimpleCommand: See, I can do simple things like printing (Say Hi!) Invoker: ...doing something really important... Invoker: Does anybody want something done after I finish? ComplexCommand: Complex stuff should be done by a receiver object. Receiver: Working on (Send email.) Receiver: Also working on (Save report.)