Book Image

Mastering Delphi Programming: A Complete Reference Guide

By : Primož Gabrijelčič
Book Image

Mastering Delphi Programming: A Complete Reference Guide

By: Primož Gabrijelčič

Overview of this book

Delphi is a cross-platform Integrated Development Environment (IDE) that supports rapid application development for most operating systems, including Microsoft Windows, iOS, and now Linux with RAD Studio 10.2. If you know how to use the features of Delphi, you can easily create scalable applications in no time. This Learning Path begins by explaining how to find performance bottlenecks and apply the correct algorithm to fix them. You'll brush up on tricks, techniques, and best practices to solve common design and architectural challenges. Then, you'll see how to leverage external libraries to write better-performing programs. You'll also learn about the eight most important patterns that'll enable you to develop and improve the interface between items and harmonize shared memories within threads. As you progress, you'll also delve into improving the performance of your code and mastering cross-platform RTL improvements. By the end of this Learning Path, you'll be able to address common design problems and feel confident while building scalable projects. This Learning Path includes content from the following Packt products: Delphi High Performance by Primož Gabrijel?i? Hands-On Design Patterns with Delphi by Primož Gabrijel?i?
Table of Contents (19 chapters)

Command

All interactive programs are organized around actions. The user presses a key, moves or clicks a mouse, touches the screen, and so on, and the program reacts to that by performing an action. This action frequently has parameters attached to it. For example, a keypress action knows which key was pressed, the screen touch knows the coordinates of a person's touch, and so on. At some time at the very moment the action was triggered the action will result in some operation being executed on some object.

The command pattern helps with organizing such a system by converting actions into objects. Instead of treating the action as a bunch of loosely connected data, the code creates a special object (a command) and stores the action parameters inside this command object. A typical system will know about multiple command types, all of which are realized by subclassing...