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{{short description|Software design pattern}} The '''state pattern''' is a [[Behavioral pattern|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 machine]]s. 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. The state pattern is used in [[computer programming]] to encapsulate varying behavior for the same [[object (computer science)|object]], based on its internal state. This can be a cleaner way for an object to change its behavior at runtime without resorting to conditional statements and thus improve maintainability.<ref name="GOF">{{cite book |author=[[Erich Gamma]] |author2=[[Richard Helm]] |author3=[[Ralph Johnson (computer scientist)|Ralph Johnson]] |author4=[[John M. Vlissides]] |title=Design Patterns: Elements of Reusable Object-Oriented Software |publisher=[[Addison-Wesley]] |year=1995 |isbn=0-201-63361-2|title-link=Design Patterns: Elements of Reusable Object-Oriented Software }}</ref>{{Rp|395}} ==Overview== [[File:w3sDesign State Design Pattern UML.jpg|thumb|right|A sample UML class and sequence diagram for the State design pattern.<ref>{{cite web |title=The State design pattern β Structure and Collaboration |url=http://w3sdesign.com/?gr=b08&ugr=struct |website=w3sDesign.com |access-date=2017-08-12}}</ref>]] The state design pattern is one of twenty-three [[Design Patterns|design patterns documented by the Gang of Four]] that describe how to solve recurring design problems. Such problems cover the design of flexible and reusable object-oriented software, such as objects that are easy to implement, change, test, and reuse.<ref name="GoF">{{cite book |author=Erich Gamma |author2=Richard Helm |author3=Ralph Johnson |author4=John Vlissides |title=Design Patterns: Elements of Reusable Object-Oriented Software |year=1994 |publisher=Addison Wesley |isbn=0-201-63361-2 |pages=[https://archive.org/details/designpatternsel00gamm/page/305 305ff] |url-access=registration |url=https://archive.org/details/designpatternsel00gamm/page/305 }}</ref> The state pattern is set to solve two main problems:<ref>{{cite web |title=The State design pattern - Problem, Solution, and Applicability |url=http://w3sdesign.com/?gr=b08&ugr=proble |website=w3sDesign.com |access-date=2017-08-12}}</ref> * An object should change its behavior when its internal state changes. * State-specific behavior should be defined independently. That is, adding new states should not affect the behavior of existing states. Implementing state-specific behavior directly within a class is inflexible because it commits the class to a particular behavior and makes it impossible to add a new state or change the behavior of an existing state later, independently from the class, without changing the class. In this, the pattern describes two solutions: * Define separate (state) objects that encapsulate state-specific behavior for each state. That is, define an interface (state) for performing state-specific behavior, and define classes that implement the interface for each state. * A class delegates state-specific behavior to its current state object instead of implementing state-specific behavior directly. This makes a class independent of how state-specific behavior is implemented. New states can be added by defining new state classes. A class can change its behavior at run-time by changing its current state object. == Structure == [[File:State Design Pattern UML Class Diagram.svg|thumb|right|400px|State in UML<ref name="GOF" />]] In the accompanying [[Unified Modeling Language]] (UML) [[class diagram]], the <code>Context</code> class doesn't implement state-specific behavior directly. Instead, <code>Context</code> refers to the <code>State</code> interface for performing state-specific behavior (<code>state.handle()</code>), which makes <code>Context</code> independent of how state-specific behavior is implemented. The <code>ConcreteStateA</code> and <code>ConcreteStateB</code> classes implement the <code>State</code> interface, that is, implement (encapsulate) the state-specific behavior for each state. The UML [[sequence diagram]] shows the run-time interactions: The <code>Context</code> object delegates state-specific behavior to different <code>State</code> objects. First, <code>Context</code> calls <code>handle(this)</code> on its current (initial) state object (<code>ConcreteStateA</code>), which performs the operation and calls <code>setState(ConcreteStateB)</code> on <code>Context</code> to change context's current state to <code>ConcreteStateB</code>. The next time, <code>Context</code> again calls <code>handle(this)</code> on its current state object (<code>ConcreteStateB</code>), which performs the operation and changes context's current state to <code>ConcreteStateA</code>. ==See also== * [[Typestate analysis]] == References == {{Reflist}} {{Wikibooks|Computer Science Design Patterns|State|State implementations in various languages}} {{Design Patterns Patterns}} [[Category:Software design patterns]] [[Category:Articles with example Java code]]
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