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What It Is

The Command pattern turns an action into a value: an object that knows how to execute itself — and often how to undo itself. Actions as values can be stored in arrays, queued, delayed, logged, and replayed.

The moment you need undo, you need commands: something must remember what was done, to do the opposite.


Example: Typing with Undo

Every word added to the document is a command with execute() and undo(). Executed commands go into a history array — undo is simply asking the last one to reverse itself.

Actions that can reverse themselves

The typo wrold is removed not by special code, but by the command that added it — it alone knows exactly what to take back. Each command holds the document array itself, so its push and pop change the caller's document.

Prompt
Write a TypeScript program with the Command pattern: a Command interface with execute and undo, and an AddText command class that pushes a word onto a document array and can pop it again. Execute two commands (the second adds a typo), keep them in a history array, print the document, undo the last command and print again.
Output: TypeScript file and captured output

When to Use It

Use it for undo/redo, action queues, macros, and audit logs — anywhere actions must be stored or reversed.

Skip it when actions are fire-and-forget. A queued action with nothing to undo is often just a function value in an array — the full pattern earns its keep only when undo or inspection is needed.


Pros and Cons

Pros: undo/redo becomes natural; actions can be queued, logged and replayed; new actions plug in without touching the invoker.

Cons: one class per action adds up fast; correct undo state is subtle — a command must capture everything needed to reverse itself.