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add State pattern
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state/README.md
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state/README.md
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## State
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The pattern allows an object to alter its behavior when its internal state changes.
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The object will appear to change its class. It has behavioral purpose and applies
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to the objects.
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### When to use
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* when an object's behavior depends on its state, and it must change its behavior at run-time depending on that state
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* operations have large, multipart conditional statements that depend on the object's state
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95
state/State.cpp
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state/State.cpp
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/*
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* C++ Design Patterns: State
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* Author: Jakub Vojvoda [github.com/JakubVojvoda]
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* 2016
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*
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* Source code is licensed under MIT License
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* (for more details see LICENSE)
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*
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*/
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#include <iostream>
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/*
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* State
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* defines an interface for encapsulating the behavior associated
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* with a particular state of the Context
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*/
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class State {
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public:
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virtual ~State() { /* ... */ }
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virtual void handle() = 0;
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// ...
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};
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/*
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* Concrete States
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* each subclass implements a behavior associated with a state
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* of the Context
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*/
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class ConcreteStateA : public State {
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public:
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~ConcreteStateA() { /* ... */ }
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void handle() {
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std::cout << "State A handled." << std::endl;
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}
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// ...
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};
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class ConcreteStateB : public State {
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public:
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~ConcreteStateB() { /* ... */ }
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void handle() {
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std::cout << "State B handled." << std::endl;
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}
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// ...
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};
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/*
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* Context
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* defines the interface of interest to clients
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*/
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class Context {
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public:
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Context() : state() { /* ... */ }
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~Context() {
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delete state;
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}
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void setState(State *s) {
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if (state) {
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delete state;
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}
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state = s;
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}
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void request() {
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state->handle();
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}
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// ...
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private:
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State *state;
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// ...
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};
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int main()
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{
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State *stateA = new ConcreteStateA;
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State *stateB = new ConcreteStateB;
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Context *context = new Context;
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context->setState(stateA);
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context->request();
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context->setState(stateB);
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context->request();
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delete context;
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return 0;
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}
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