The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines. The state pattern can be interpreted as a strategy pattern, which is able to switch a strategy through invocations of methods defined in the pattern's interface.
The state pattern is used in computer programming to encapsulate varying behavior for the same object, based on its internal state. This can be a cleaner way for an object to change its behavior at runtime without resorting to conditional statements and thus improve maintainability.[1]: 395
^Erich Gamma; Richard Helm; Ralph Johnson; John M. Vlissides (1995). Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. ISBN 0-201-63361-2.
The statepattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is...
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states". Examining patterns within states reveals that the reversal of the two parties' geographic bases has happened at the state level, but it is more...
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regarded as a special case of the Statepattern and the Strategy pattern. It is not a pattern from Design Patterns, but is mentioned in Martin Fowler's...
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