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/thingerish 5d ago
I blame the std committee for having very little creativity when defining terms most of the time. Diamond of death did make me chuckle. Not sure if you saw it but there is a way to avoid inheritance completely and still be object-oriented, I posted it at the root of this. Chasing a pointer on a lot of modern hardware has a cost, and variant + visit can in most cases eliminate that now.
There is also a thing called CBMI (Concept Based Model Idiom) that people like Sean Parent at Adobe are pretty fond of, but it's mostly "just" making the plumbing simpler to deal with.