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I think it's great that you stick your head into the lion's mouth, even if he chewed it clean off it's a great contribution :)

I think the main problem with your command pattern approach is that you didn't implement the full command pattern. At least, I assume you didn't, you didn't actually show the controller. The command pattern has one extra class, the invoker. The invoker takes commands, and invokes them. A great example of this is the worker queue, it takes generic worker objects that have an 'execute' method.

It is never the class that creates the worker objects, that executes them. Yet that seems to be the way you're going to implement the controllers that use these commands.

What I think you've built instead is an adapter pattern. You have abstracted a class of problems in a way that they have a common interface, so that in your controllers you have a uniform way of invoking them.

This is where I think dhh sees the muddiness in your code. Why are you abstracting your interaction from the controller, which is supposed to be the exact thing that should be controlling the interaction.

The only reason for that would be that the same interaction is happening in different controllers in exactly the same way. And that's something that dhh claims does not happen in real applications, or at least he demands an example.

Honestly, I was disappointed in his response. With all his harrumphing about real examples, I would have expected him to make an effort to understand a real example. But, as I said elsewhere, the downside of real examples is that they require quite a bit more effort to grasp than contrived ones.

To address your comments:

While it is true that one of the great features (and frequent motivations) for using the Command pattern is the separation of the creation and invocation, it is not the only motivation. The two big payoffs that we are getting are:

- Separation of invocation from the knowledge of how it is carried out

- Composition of complex commands from smaller, simpler commands

There's no requirement that the invoker is never the same as the creator. It's just that most often it isn't, particularly (as you noted) in a worker queue system. That's really just a feature of the implementation that the command readily enables rather than a fundamental property of the pattern. For us, sometimes it is, sometimes it isn't; that's not the primary payoff that we're going for.

I can't support the characterization of this as an Adapter. This is fundamentally behavioral. I have a class that represents an action that I want to have happen. All of the places that want this action do not need to know what is involved, they only need to create the command and hand it off/invoke it.

FWIW - I have five different places in my software that create an AssignCaseCommand. - One controller

- Three commands that can create this as a sub command

- A utility job

Plus that simple concept is available to any custom implementation code that we write.

The Command pattern always reminds me of free monads. By building a new free monad you can encode the structure and logic of a computation statically and then evaluate it repeatedly. One of the things that I think is missing with the command pattern is that it's probably not as easy to decide to, for instance, execute your commands in a pure environment.

This is, of course, a primary advantage of having a static representation of the domain-level demands of your code—you can choose many ways and many environments to execute it within. It's a function I use in real code all the time.

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