Design Patterns(二十) State

The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines. The state pattern can be interpreted as a strategy pattern, which is able to switch a strategy through invocations of methods defined in the pattern’s interface.

Design Patterns(十三) Command

Command pattern is a data driven design pattern and falls under behavioral pattern category. A request is wrapped under an object as command and passed to invoker object. Invoker object looks for the appropriate object which can handle this command and passes the command to the corresponding object which executes the command.