CSC/ECE 517 Fall 2012/ch2a 2w21 ap: Difference between revisions
Line 141: | Line 141: | ||
#One object for one state. | #One object for one state. | ||
#By using objects we can make the states explicit and reduce the effort needed to understand and maintain the code. | #By using objects we can make the states explicit and reduce the effort needed to understand and maintain the code. | ||
#Easy to extend | #Easy to extend. | ||
=Limitations= | =Limitations= |
Revision as of 23:22, 26 October 2012
Design patterns are convenient ways of reusing object-oriented code between projects and between programmers. The idea behind design patterns is to write down and catalog common interactions between objects that programmers have frequently found useful. The design patterns are divided into creational, structural and behavioral.
Behavioral Patterns
Behavioral patterns help you to define the communication between objects in your system and also specify how the flow is controlled in a complex program. These patterns are concerned with interactions between the objects. The interactions between the objects should be such that they are talking to each other and still are loosely coupled. This helps in avoiding dependencies and hard-coding.
State Pattern
State pattern is a behavioral software design pattern where behavior of any object depends upon current state of the object.
If an object has multiple states and corresponding behaviors, the class becomes too complex with numerous conditional statements if all the transitions are included as the functions of the same class. Also, it becomes difficult to incorporate more states in the same structure.
Therefore, to make the code more clean and modular, only state is included as a property of the object and behavior for each transition is encapsulated in the separate class. When the object’s internal state changes, its behavior is changed dynamically. Object appears to change its class.
Static conditional statements are replaced by a finite state machine which decides the transition flow of the object.
Structure
There is a context class which communicates with the outside world. This class maintains the state of the corresponding object. An abstract state class is defined which is then derived by individual state classes. Context class is also called as Wrapper class.
State transition logic can be defined either in the wrapper class or in each individual state subclass. If it is included in wrapper class, structure becomes static, i.e., we can’t dynamically add new states to the structure. On the other hand, if it is included in each individual class, coupling increases.
Example
Consider an implementation of XOR gate used in logic. XOR gate outputs 1 when both the inputs are 1 or both the inputs are 0. It outputs 0 when one input is 0 and one input is 1. Application of state pattern for XOR gate: Consider two states, ZERO and ONE. If the system is initially in state ZERO: if the input message is 0, system goes into state ONE. If the input message is 1, state does not change.
If system is initially in state ONE: if the input message is 0, system goes into state ZERO. If the input message is 1, state of the system does not change.
//FINITE STATE MACHINE diagram FOR THIS EXAMPLE:
An inefficient Java implementation: package patterns; class FanStateContext { private int currentState; public FanStateContext() { currentState = 0; } public void turnSwitch(){ if (currentState == 0){ currentState = 1; System.out.println("change to dim state."); } else if (currentState == 1){ currentState = 2; System.out.println("change to normal state."); } else if (currentState == 2){ currentState = 0; System.out.println("change to off state."); } } } public class InefficientCodeDemo{ public static void main(String[] args) { FanStateContext context = new FanStateContext(); while (true) { context.turnSwitch(); } } }
Why is this implementation inefficient? TODO : add
Finite State Machine
There are two approaches which are commonly used:
- Table based approach:This approach lists all the transitions as a function of the current state and input message. This approach works well when finite state machine is not too complex.
- Pattern based approach:In this approach, a conditional logic is used for transitions.
A Java implementation using the state pattern
We go about implementing the state pattern in the following way: 1. Identify the states and define values for each state (typically constants) 2. Create an instance variable that holds the current state. 3. Identify all the actions that can occur in the system and find out all the actions that can cause state transition. 4. Create a class that acts as the state machine. 5. For each action, create a method that uses conditional statements to determine what behavior is appropriate in each state. You can also transition to another state in the conditional statement.
Let us see an example that shows an efficient implementation using the state pattern.
package patterns; class FanStateContext { private State currentState; public FanStateContext() { currentState = new OffState(); } public State getCurrentState() { return currentState; } public void setCurrentState(State currentState) { this.currentState = currentState; } public void turnSwitch(){ currentState.turnSwitch(this); } } interface State{ void turnSwitch(FanStateContext context); } class OffState implements State{ @override public void turnSwitch(FanStateContext context) { context.setCurrentState(new DimState()); System.out.println("change to dim state."); } } class DimState implements State{ @Override public void turnSwitch(FanStateContext context) { context.setCurrentState(new NormalState()); System.out.println("change to normal state."); } } class NormalState implements State{ @Override public void turnSwitch(FanStateContext context) { context.setCurrentState(new OffState()); System.out.println("change to off state."); } } public class StatePatternDemo { public static void main(String[] args) { FanStateContext context = new FanStateContext(); while (true) context.turnSwitch(); } }
Advantages
Advantages of the state pattern can be summarized as:
- One object for one state.
- By using objects we can make the states explicit and reduce the effort needed to understand and maintain the code.
- Easy to extend.
Limitations
- Too many objects are created. This is a price that we need to pay for better flexibility and maintainability.
- Becomes too heavy when Finite State Machine is not that complex.
State Pattern Vs Strategy Pattern
Strategy pattern is another behavioral software design pattern which separates the behavioral algorithms from the object. Each algorithm is encapsulated in a different class. Depending upon the properties of the current object, decision of invoking an algorithm is taken at runtime.
Main difference between the state pattern and strategy pattern is in strategy pattern, once a decision is made to invoke a particular algorithm, it is not possible to change it. Whereas in state pattern, transition between states occurs at runtime.
In state pattern, decision of which state to invoke depends only on one variable.
We can say that state pattern is a type of strategy pattern where each state represents a difference behavioral algorithm for the object in context.
References
http://www.allapplabs.com/java_design_patterns/behavioral_patterns.htm
http://sourcemaking.com/design_patterns/state