State

Intent

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

Problem

A monolithic object's behavior is a function of its state, and it must change its behavior at run-time depending on that state. Or, an application is characterixed by large and numerous case statements that vector flow of control based on the state of the application.

Discussion

The State pattern is a solution to the problem of how to make behavior depend on state. The State pattern does not specify where the state transitions will be defined. The choices are two: the "context" object, or each individual State derived class. The advantage of the latter option is ease of adding new State derived classes. The disadvantage is each State derived class has knowledge of (coupling to) its siblings, which introduces dependencies between subclasses. [GOF, p308]

A table-driven approach to designing finite state machines does a good job of specifying state transitions, but it is difficult to add actions to accompany the state transitions. The pattern-based approach uses code (instead of data structures) to specify state transitions, but it does a good job of accomodating state transition actions. [GOF, p308]

The implementation of the State pattern builds on the Strategy pattern. The difference between State and Strategy is in the intent. With Strategy, the choice of algorithm is fairly stable. With State, a change in the state of the "context" object causes it to select from its "palette" of Strategy objects. [Coplien, Multi-Paradigm Design for C++, Addison-Wesley, 1999, p253]

Structure

Example

The State pattern allows an object to change its behavior when its internal state changes. This pattern can be observed in a vending machine. Vending machines have states based on the inventory, amount of currency deposited, the ability to make change, the item selected, etc. When currency is deposited and a selection is made, a vending machine will either deliver a product and no change, deliver a product and change, deliver no product due to insufficient currency on deposit, or deliver no product due to inventory depletion. [Michael Duell, "Non-software examples of software design patterns", Object Magazine, Jul 97, p54]

Non-software example

Rules of thumb

State objects are often Singletons. [GOF, p313]

Flyweight explains when and how State objects can be shared. [GOF, p313]

Interpreter can use State to define parsing contexts. [GOF, p349]

State is like Strategy except in its intent. [Coplien, C++ Report, Mar 96, p88]

Strategy has 2 different implementations, the first is similar to State. The difference is in binding times (Strategy is a bind-once pattern, whereas State is more dynamic). [Coplien, C++ Report, Mar 96, p88]

State, Strategy, Bridge (and to some degree Adapter) have similar solution structures. They all share elements of the "handle/body" idiom [Coplien, Advanced C++, p58; see discussion under Bridge pattern]. They differ in intent - that is, they solve different problems.

The structure of State and Bridge are identical (except that Bridge admits hierarchies of envelope classes, whereas State allows only one). The two patterns use the same structure to solve different problems: State allows an object's behavior to change along with its state, while Bridge's intent is to decouple an abstraction from its implementation so that the two can vary independently. [Coplien, C++ Report, May 95, p58]

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