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Improve this questionIt seems like whenever I use the Command Pattern, it always leads to a significantly larger number of classes than when I don't use it. This seems pretty natural, given that we're executing chunks of relevant code together in separate classes. It wouldn't bother me as much if I didn't finish with 10 or 12 Command subclasses for what I might consider a small project that would have only used 6 or 7 classes otherwise. Having 19 or so classes for a usual 7 class project seems almost wrong.
Another thing that really bothers me is that testing all of those Command subclasses is a pain. I feel sluggish after I get to the last few commands, as if I'm moving slower and no longer a开发者_开发问答gile.
Does this sound familiar to you? Am I doing it wrong? I just feel that I've lost my agility late in this project, and I really don't know how to continuously implement and test with the speed that I had a few days ago.
Design patterns are general templates for solving problems in a generic way. The tradeoff is exactly what you are seeing. This happens because you need to customize the generic approach. 12 command classes does not seem like a lot to me, though, personally.
With the command pattern, hopefully the commands are simple (just an execute method, right?) and hence easy to test. Also, they should be testable in isolation, i.e. you should be able to test the commands easily with little or no dependencies.
The benefit you should be seeing are two-fold:
1) You should have seen your specific, complicated approach simplified by using the pattern(s) you chose. i.e. something that was getting ugly quickly should now be more elegant.
2) Your should be going faster, due to the simplified approach and the ease of testing your individual components.
Can you make use other patterns, like composite, and use good OO design to avoid duplicating code (if you are duplicating code...)?
That doesn't seem like a lot of command classes, but I agree with you that it smells a little if they make up more than 60% of your classes. If the project is complex enough to merit the use of the command pattern, I suspect you'll find some classes begging to be split up. If not, perhaps the command pattern is overkill.
The other answers here have great suggestions for reducing the complexity of your commands, but I favor simplicity where I can find it (ala the bowling game).
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