add example of state pattern in C++

This commit is contained in:
Shaun Reed 2021-05-11 18:53:16 -04:00
parent d7a25a0efc
commit 1c78867d91
6 changed files with 212 additions and 0 deletions

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@ -21,3 +21,4 @@ add_subdirectory(bridge)
add_subdirectory(factory)
add_subdirectory(prototype)
add_subdirectory(abstract-factory)
add_subdirectory(state)

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@ -0,0 +1,20 @@
###############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
## About: A project for practicing the state C++ design pattern ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################
#
cmake_minimum_required(VERSION 3.15)
project(
#[[NAME]] State
VERSION 1.0
DESCRIPTION "An example of the state design pattern in C++"
LANGUAGES CXX
)
add_compile_options("-Wall")
add_library(state "state.cpp")
add_executable(state-test "main.cpp")
target_link_libraries(state-test state)

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@ -0,0 +1,31 @@
#include <iostream>
#include "state.hpp"
int main(const int argc, const char * argv[]) {
Car * testCar = new Car;
testCar->report();
// Test transition from Stopped->Running
testCar->Start();
testCar->report();
// Test transition from Running->Stopped
testCar->Stop();
testCar->report();
// Test transition from Stopped->Broken
testCar->Smash();
testCar->report();
std::cout << "\nTesting burning state...\n";
Car *newCar = new Car;
newCar->report();
// Test transition from Stopped->Running->Burning
newCar->Start();
newCar->Smash();
newCar->report();
}

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@ -0,0 +1,13 @@
#include "state.hpp"
// Delegate calls from State->changeState to Car->changeState
void State::changeState(Car *c, State *s) { c->changeState(s);}
// Stopped state transitions
void Stopped::Start(Car *c) { changeState(c, Running::instance());}
void Stopped::Smash(Car *c) { changeState(c, Broken::instance());}
// Running state transitions
void Running::Stop(Car *c) { changeState(c, Stopped::instance());}
void Running::Smash(Car *c) { changeState(c, Burning::instance());}

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@ -0,0 +1,147 @@
#ifndef STATE_HPP
#define STATE_HPP
#include <string>
#include <iostream>
#include "state.hpp"
class Car;
// State base class
class State {
public:
State() = default;
~State() = default;
// Calls c->changeState(s)
void changeState(Car *c, State *s);
// Virtual state transition functions
// + By default, nothing happens; Derived States can override if needed
virtual void Start(Car *c) {}
virtual void Stop(Car *c) {}
virtual void Smash(Car *c) {}
virtual std::string report() = 0;
private:
State(const State &) = default;
State &operator=(const State&) { return *this;}
};
/******************************************************************************/
// Derived State: Stopped
class Stopped : public State {
public:
static State *instance()
{
// For all derived states, there only needs to be a single instance
// + Use singleton pattern to prevent duplicate states
// + A single instance of a state can be applied to N cars
static State *oneInstance = new Stopped;
return oneInstance;
}
// State transitions valid for this state
void Start(Car *c) override;
void Smash(Car *c) override;
std::string report() override { return "Stopped";}
private:
Stopped() = default;
~Stopped() = default;
Stopped(const Stopped &) = default;
Stopped &operator=(const Stopped &) { return *this;}
};
/******************************************************************************/
// Derived State: Running
class Running : public State {
public:
static State *instance()
{
static State *oneInstance = new Running;
return oneInstance;
}
// State transitions valid for this state
void Stop(Car *c) override;
void Smash(Car *c) override;
std::string report() override { return "Running";}
private:
Running() = default;
~Running() = default;
Running(const Running &) = default;
Running &operator=(const Running &) { return *this;}
};
/******************************************************************************/
// Derived State: Burning
class Burning : public State {
public:
static State *instance()
{
static State *oneInstance = new Burning;
return oneInstance;
}
// No state transitions possible; The car is burning.
std::string report() override { return "Burning";}
private:
Burning() = default;
~Burning() = default;
Burning(const Burning &) = default;
Burning &operator=(const Burning &) { return *this;}
};
/******************************************************************************/
// Derived State: Broken
class Broken : public State {
public:
static State *instance()
{
static State *oneInstance = new Broken;
return oneInstance;
}
// No state transitions possible; The car is broken.
std::string report() override { return "Broken";}
private:
Broken() = default;
~Broken() = default;
Broken(const Broken &) = default;
Broken &operator=(const Broken &) { return *this;}
};
/******************************************************************************/
// Car controlled by current State
class Car {
public:
Car() {state = Stopped::instance();}
~Car() = default;
void report() const { std::cout << "State: " << state->report() << std::endl;}
// Delegate calls to state transitions relative to that current state
virtual void Start() { state->Start(this);}
virtual void Stop() { state->Stop(this);}
virtual void Smash() { state->Smash(this);}
void changeState(State *s) { state = s;}
private:
State *state;
};
#endif // STATE_HPP