8
Binding Actions with the Command Pattern
In the last chapter, we learned how to manage and optimize memory usage when creating massive amounts of objects with the Object Pool design pattern. In this chapter, we’ll dive into creating actionable requests that can be customized, queued, and undone with the Command pattern. When I say actionable requests, what we’re really talking about are commands that come pre-packaged with all the information they need to be executed. This way, when we need the requests to do their work, they already have everything they need to get their job done!
The power behind the Command pattern (other than being encapsulated as its own object) is the ability to deal with abstractions. Like other patterns we’ve covered, ...
Get Learning Design Patterns with Unity now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.