Analysis
Compare patterns
Evaluate design patterns side by side across intent, tradeoffs, languages, and integration fit.
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Analysis
Pattern comparison
Reviewing 3 patterns.
| Criteria | |||
|---|---|---|---|
| Basics | |||
| Category | behavioral | behavioral | behavioral |
| Summary | Encapsulate a request as an object so it can be invoked, queued, logged, or undone independently of the receiver that performs the work. | — | — |
| Intent | Encapsulate a request as an object so it can be invoked, queued, logged, or undone independently of the receiver that performs the work. | Define an object that encapsulates communication between a set of objects, keeping them from referring to each other directly. | Allow an object to alter its behavior when its internal state changes by delegating state-specific behavior to separate state objects. |
| Decision factors | |||
| Problem | A system needs to trigger actions without tightly coupling the code that requests an operation to the code that performs it, and it may also need queuing, history, or undo support. | Multiple objects need to coordinate behavior, but direct references between them create tight coupling and complex dependencies. | An object behaves differently depending on its internal state, and conditional logic is becoming hard to manage. |
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| Integration notes | Commands work well for UI actions, background jobs, workflow steps, and undoable operations because invokers can trigger commands without depending on receiver details. | Mediator is useful for chat systems, form coordination, workflow orchestration, and any domain where many components must collaborate without knowing about each other. | State is useful for workflows, media players, order lifecycles, and any domain where behavior changes as the object moves through a lifecycle. |