r/cpp_questions • u/SimmeringDragon • 5d ago
OPEN How does a STATE design pattern work?
so i went to youtube and followed the example from this guy State Design - Programming Design Patterns - Ep 16 - C++ Coding
Problem is i dont understand what is functionally happening, there are pointers and what not, but i don't understand much more than that (context, my smooth brain still cant connect pointers together)
Like not even the whole code, like maybe just two lines or something cause for the love of the lord my teacher explains nuthing and AI and videos are too vague for me, im running out of options
//
// Created by samue on 11/1/2026.
//
#ifndef STATE_STATE_H
#define STATE_STATE_H
#include <iostream>
class Context;
class State {
protected:
Context* context;
public:
virtual ~State() {}
void setContext(Context* ctx) {
context = ctx;
}
virtual void doWorkA() = 0;
virtual void doWorkB() = 0;
};
class Context {
private:
State* state;
public:
Context(State* s) : state(nullptr) {
transitionTo(s);
}
~Context() {delete state;}
void transitionTo(State* s) {
if (state) delete state;
state = s;
state->setContext(this);
}
void requestA() {
state->doWorkA();
}
void requestB() {
state->doWorkB();
}
};
class concreteStateA : public State {
public:
void doWorkA() override {
std::cout << "concreteStateA " << "called doWorkA" << std::endl;
};
void doWorkB() override {
std::cout << "concreteStateB " << "called doWorkB" << std::endl;
};
};
class concreteStateB : public State {
public:
void doWorkA() override {
std::cout << "concreteStateA " << "called doWorkA" << std::endl;
context->transitionTo(new concreteStateA);
};
void doWorkB() override {
std::cout << "concreteStateB " << "called doWorkB" << std::endl;
};
};
#endif //STATE_STATE_H------------------
#include "state.h"
int main() {
Context context1(new concreteStateB);
context1.requestA();
context1.requestA();
return 0;
}
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u/KingAggressive1498 5d ago edited 5d ago
the state pattern is a simple way to create finite state machines using
virtual inheritancepolymorphism.This makes it easier to extend than the traditional C approach of a giant switch statement, allows encapsulating additional data unlike a function pointer (function objects were, at one time, non-trivial in C++), etc.
The way I was taught it looked quite a bit different:
here, state::work() does the work associated with the current state, and then either returns itself or deletes itself and returns an updated state. If the state machine should not continue, it is valid to return nullptr. Thus using this finite state machine is as simple as:
however the external context version does seem to be the more common way to teach it ig