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Paul Dyson and Bruce Anderson. State Patterns, EuroPLoP '96 Writers Workshop, Pattern Languages of Program Design 3 (PLoPD3), chapter 9, pages 125--142. Addison-Wesley, 1998.

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GoF Behavioural Patterns: A Formal Specification - Reynoso, Moore (2000)   (2 citations)  (Correct)

....exists concrete class(dr) is ConcreteClass(dr) has TemplateMethod impl(dr) has PrimitiveOperation def(dr) all PrimitiveOperation impl(dr) 2. 3 State Pattern The State pattern, which is also known as Objects for States, encapsulates the state of an object in other, separate objects [2]. In this way it encapsulates state dependent behaviour: the ConcreteState classes represent the different state dependent behaviours. It is used when an object s behaviour depends on its state and it must change its behaviour at run time depending on that state, or when operations have large, ....

....Finally, just as for the Mediator pattern (see Section 2.1) the State pattern can have different variations in its structure which can tailor it to provide a more concrete or comprehensive solution to a particular problem. In fact seven different variations of the pattern can be found in [2]. Again, we do not consider such variations here but will address them in future work. 2.3.1 Formal Specification of the State Pattern The State pattern uses the following names for classes, state variables and methods: Context : G.Class Name, State : G.Class Name, ConcreteState : G.Class ....

Paul Dyson and Bruce Anderson. State Patterns, EuroPLoP '96 Writers Workshop, Pattern Languages of Program Design 3 (PLoPD3), chapter 9, pages 125--142. Addison-Wesley, 1998.


Design Patterns for Simulations in Erlang/OTP - Ekström (2000)   (Correct)

....error information etc. see section 3.3 on page 16) Lets look at how the published FSM patterns fit in this picture. The following section will state each pattern together with a description of it and then explain how why they are related to the gen fsm behaviour. Name: State Object Pattern [3] [18] Problem: How can you get di#erent behaviour from an object if it changes according to the objects state Solution: Create states for the object, describe its behaviour in each state, attach a state to the object and delegate the action from the object to its current state. 5 DESIGN PATTERNS ....

....The FSM has one state associated with it at all times. The di#erence between this use of the pattern and the use intended by the authors is that they designed the pattern for object oriented languages in which each state is implemented as a new class. Name: Basic Finite State Machine Pattern [19] [18] Problem: Your objects state changes according to events in the system. The state transitions are determined from the object specification. How can you implement the object behaviour in your design Solution: Use the state object pattern and add state transition methods in response to state ....

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Paul Dyson and Bruce Anderson. Pattern Languages of program design 3, chapter 9, page 125. Addison-Wesley, 1998.


The Reflective State Pattern - Ferreira, Rubira   (Correct)

....the delegation mechanism. The implementation guidelines of this pattern discuss some design decisions that should be taken in order to implement the states and to control the transitions. Various patterns have discussed the implementation aspects of the State pattern, and have proposed refinements [DA96], variations[OS96] and extensions[Pal97] However, when a class has a complex behavior, the implementation of the control aspects of the State pattern can also become complex. The Reflection architectural pattern[BMRS 96] provides a mechanism for changing dynamically structure and behavior of ....

....implementation of complex state machine is not a trivial task. It has motivated the study of the state machine implementation based on the objectoriented approach [SM92] implementing the states and transitions more explicitly. This approach has also been discussed in many related design patterns[DA96] [OS96] Ran95] Pal97] The use of the computational reflection to implement the state machine has been discussed in [deC96] This work also implements the control of the transitions in the meta level, and define the State objects and the Context object at the base level. We are applying the ....

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P.Dyson and B. Anderson. State Patterns. Pattern Languages of Program Design 3, Addison-Wesley, 1997. Eds. R.Martin, D.Riehle, F.Buschmann.

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