State: Represents a particular condition or mode of an object, encapsulating its current data and behavior. It defines how an object responds to requests in a specific situation.
State Transition: The process of changing an object's state from one to another based on events or conditions, often resulting in different behavior.
Finite State Machine (FSM): A mathematical model of computation consisting of a finite number of states, transitions between these states, and actions, used to model the behavior of systems.
State Pattern: A behavioral design pattern that allows an object to alter its behavior when its internal state changes, encapsulating state-specific behavior into separate classes.
Transition Trigger: An event or condition that causes the system to move from one state to another.
1. In the context of design patterns, what is a 'State' or 'State Transition' primarily understood to be?
2. What is the primary role of the Strategy pattern in software design?
3. How do Visitor pattern and general operation encapsulation differ in their approach to adding new behaviors to object structures?
State β definition?
Represents an object's condition or mode.
Strategy β role?
Enables selecting algorithms at runtime.
Visitor β purpose?
Separates operations from object structure.
State β definition?
Represents an object's condition or mode.
State Transition β concept?
Change of an object between states.
Finite State Machine β model?
System with discrete states and transitions.
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