State Behavioral Design Pattern
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Questions and Answers

What does the State pattern make it appear as if an object has changed?

  • Its behavior
  • Its class (correct)
  • Its structure
  • Its name
  • What is the main idea behind the concept of a Finite-State Machine?

  • There are infinite number of states which a program can be in
  • The program behaves differently in each state
  • The program can be switched from one state to another with a delay
  • At any given moment, there’s a finite number of states which a program can be in (correct)
  • What is the problem with a state machine based on conditionals?

  • It’s easy to maintain
  • Most methods will contain simple conditionals
  • It’s difficult to predict all possible states and transitions (correct)
  • It’s difficult to add more states
  • What is the weakness of a state machine based on conditionals?

    <p>Code like this is very difficult to maintain</p> Signup and view all the answers

    What happens when you add more states and state-dependent behaviors to the Document class?

    <p>Most methods will contain monstrous conditionals</p> Signup and view all the answers

    What is the Document class an example of?

    <p>A Finite-State Machine</p> Signup and view all the answers

    What is the purpose of the State pattern?

    <p>To allow an object to alter its behavior when its internal state changes</p> Signup and view all the answers

    What is the impact of a lean state machine built with a limited set of conditionals on a project over time?

    <p>It can grow into a bloated mess</p> Signup and view all the answers

    Study Notes

    State Behavioral Design Pattern

    • The State pattern allows an object to change its behavior when its internal state changes, making it appear as if the object changed its class.

    Finite-State Machine Concept

    • A Finite-State Machine is a concept closely related to the State pattern.
    • A program can be in one of a finite number of states at any given moment.
    • Within each state, the program behaves differently, and can be switched to another state instantaneously.
    • The program may or may not switch to certain other states depending on the current state.
    • The switching rules, called transitions, are finite and predetermined.

    State Machines in Object-Oriented Programming

    • State machines can be applied to objects, allowing them to change behavior depending on their internal state.
    • Example: a Document class can be in one of three states: Draft, Moderation, and Published.
    • The publish method of the Document class behaves differently in each state.

    Implementation of State Machines

    • State machines are usually implemented using conditional statements (if or switch) that select the appropriate behavior depending on the current state.
    • The "state" is often represented by a set of values of the object's fields.

    Limitations of State Machines

    • The biggest weakness of a state machine based on conditionals is that it becomes difficult to maintain as the number of states and state-dependent behaviors increases.
    • Code becomes cluttered with monstrous conditionals, making it hard to predict and manage all possible states and transitions.
    • Any change to the transition logic may require changing state conditionals in every method, making the code prone to errors and maintenance issues.

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    Description

    Learn about the State pattern and its relation to Finite-State Machines, changing behavior and internal state, and more.

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