State is a behavioral design pattern that allows an object to change the behavior when its internal state changes.
The pattern extracts state-related behaviors into separate state classes and forces the original object to delegate the work to an instance of these classes, instead of acting on its own.
Complexity:
Popularity:
Usage examples: The State pattern is commonly used in Ruby to convert massive switch
-base state machines into objects.
Identification: State pattern can be recognized by methods that change their behavior depending on the objects’ state, controlled externally.
Conceptual Example
This example illustrates the structure of the State design pattern. It focuses on answering these questions:
What classes does it consist of?
What roles do these classes play?
In what way the elements of the pattern are related?
main.rb: Conceptual example
# The Context defines the interface of interest to clients. It also maintains a
# reference to an instance of a State subclass, which represents the current
# state of the Context.
class Context
# A reference to the current state of the Context.
attr_accessor :state
private :state
# @param [State] state
def initialize(state)
transition_to(state)
end
# The Context allows changing the State object at runtime.
def transition_to(state)
puts "Context: Transition to #{state.class}"
@state = state
@state.context = self
end
# The Context delegates part of its behavior to the current State object.
def request1
@state.handle1
end
def request2
@state.handle2
end
end
# The base State class declares methods that all Concrete State should implement
# and also provides a backreference to the Context object, associated with the
# State. This backreference can be used by States to transition the Context to
# another State.
class State
attr_accessor :context
# @abstract
def handle1
raise NotImplementedError, "#{self.class} has not implemented method '#{__method__}'"
end
# @abstract
def handle2
raise NotImplementedError, "#{self.class} has not implemented method '#{__method__}'"
end
end
# Concrete States implement various behaviors, associated with a state of the
# Context.
class ConcreteStateA < State
def handle1
puts 'ConcreteStateA handles request1.'
puts 'ConcreteStateA wants to change the state of the context.'
@context.transition_to(ConcreteStateB.new)
end
def handle2
puts 'ConcreteStateA handles request2.'
end
end
class ConcreteStateB < State
def handle1
puts 'ConcreteStateB handles request1.'
end
def handle2
puts 'ConcreteStateB handles request2.'
puts 'ConcreteStateB wants to change the state of the context.'
@context.transition_to(ConcreteStateA.new)
end
end
# The client code.
context = Context.new(ConcreteStateA.new)
context.request1
context.request2
output.txt: Execution result
Context: Transition to ConcreteStateA
ConcreteStateA handles request1.
ConcreteStateA wants to change the state of the context.
Context: Transition to ConcreteStateB
ConcreteStateB handles request2.
ConcreteStateB wants to change the state of the context.
Context: Transition to ConcreteStateA
State in Other Languages