Date:
Sat, 13 Mar 1999 16:27:15 -0800
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I have prepared a short article on how to implement the command pattern
in Ada95, and posted it to the ACM patterns archive. The introduction
of the article appears below.
<http://www.acm.org/archives/patterns.html>
I've been slowly converting the C++ examples in the book Design Patterns
to Ada95. In each article I discuss the pattern, explain how to
implement it in Ada, and explore various idioms and language features.
A complete, working example with all the code is included.
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Matt
Command Pattern
Command objects manage the processing that occurs when a user
manipulates the application in some way.
Objectifying a command admits all kinds of interesting possibilities.
You can put the command on a stack to implement undo and redo, or write
the command to disk to implement record/playback.
You don't even have to execute the command right away. In a simulation
each command has a scenario time. You put the command on a queue and
execute the command later, when the simulation reaches that point in the
scenario.
In the example here, a menu-based application manages a group of open
documents. Each menu item contains a command object, bound at creation
time to a document object, which when executed calls a document
operation.
Implementation
In C++, you can bind a command to a document by passing the document as
a parameter in the constructor for the command.
For binding one object to another in Ada95 we use access discriminants,
a language feature created specifically for this purpose. The advantage
of this approach over C++ constructors is that the language guarantees
that a dangling reference cannot occur.
<rest of article and code snipped>
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