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mdimberu
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design pattern Behavior Visitor model aspect
design pattern Behavior Visitor model aspect
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design pattern Behavior Visitor model aspect
1.
State-1 © Gunnar Gotshalks State
Pattern – Behavioural • Intent » Alter behaviour of an object when its internal state changes » Object appears to change its class • Alternate names Objects for states
2.
State-2 © Gunnar Gotshalks State
– Motivation • An object may be in one of many states. It responds differently depending upon its current state » Example > A Room can be in one of the states – Alright, SomeFaults, ManyFaults > A request to paint the room is made – Alright state – clean and paint room – SomeFaults– repair yourself and paint room – ManyFaults– hire contractor to repair and paint room
3.
State-3 © Gunnar Gotshalks State
– Example Structure * ROOM_STATE paint * furnish * + ROOM paint furnish + MANY_FAULTS paint + furnish + + ALRIGHT paint + furnish + + SOME_FAULTS paint + furnish + state
4.
State-4 © Gunnar Gotshalks State
– Abstract Structure + CONTEXT operation * STATE operation * operation + + A_STATE state state.operation
5.
State-5 © Gunnar Gotshalks State
– Participants • Context Defines client interface • Deferred State Defines interface for common behaviour for different states • Effective State Implements behaviour of that state in context
6.
State-6 © Gunnar Gotshalks State
– Collaborations • Context delegates state specific behaviour to a concrete state object • Context may pass itself as an argument so that state can access context features • Context is the primary interface with clients » Clients configure context with state objects » Clients do not deal directly with state objects • Context or concrete state can decide which state follows another state
7.
State-7 © Gunnar Gotshalks State
– Applicability • Object has different behaviour depending on state • Operations have multipart conditional statement dependent upon state » State is represented by an enumerated constant » Several operations have same conditional structure • Pattern puts each branch of the conditional into a separate class » Object’s state becomes an object that can vary independently of other objects
8.
State-8 © Gunnar Gotshalks State
– Related Patterns • Flyweight explains when and how State objects can be shared • State objects are often Singletons
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