263 lines
14 KiB
Markdown
263 lines
14 KiB
Markdown
# c_state_pattern
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A simple example of how to implement the state pattern in c. Check [`main.c`](src/main.c) for the implementation.
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The state pattern is a pattern allows for greater flexibility, maintainability as well as reducing decoupling between states over using a state machine using conditional statements. So i propose a problem for you, you are trying to write an state machine for a phone, sounds easy your phone only has 3 inputs that change the current state of the phone.
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This
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#### inputs:
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- power button
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- lock button
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- string enter button
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The power button does what it says either turns the phone off or on, the lock button too does what it says `on the tin locks the phone, lastly the string enter button enters what every string is in the phones buffer this is used for entering things like passwords to unlock the phone. Using these buttons you determine you need 4 states for your phone these are:
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#### states:
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- off
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- unlock
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- locked
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- debug
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And you want the inter-action between these states to work as follows:
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```
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pwr : power button pressed
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lck : lock button pressed
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str=x : string enter button press with string x
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------------ state diagram ------------
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pwr ┌──────────┐ pwr
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┌─────┴┬────►│off state │◄────┴┐
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│ │ └────┬─────┘ │
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│ │ │ │
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│ │ ┌─────┘ │
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│ │ ├ pwr │
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│ │ ▼ │
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│ ┌──┴─────┐ str=pwd ┌────┴───┐
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│ │lock ├─────┴─────►│unlock │
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│ │state │ │state │
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│ └──────┬─┘◄───┬───────┴──┬─────┘
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│ ▲ │ lck │
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│ lck ┤ │ ├ str=dbg
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│ │ ├ str=dbg │
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│ │ │ │
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│ │ ▼ │
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│ ┌─┴──────┐ │
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└───┤debug │◄──────────────┘
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│ │
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└────────┘
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----------- \ state diagram -----------
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```
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now you may read these requirements for the device and think ill just implement this with a state machine how bad can it be. Well your tech lead tells you that this systems needs to scaled to over 100 different states as they make the system more complex. You ask him "why do we need this" they reply back with management said so. And so between the idea of getting fired from throwing a brick at the management team and implementing this state diagram you decide you need this job and to implement state diagram. To start you beginning to implement this state diagram with a bog standard conditional state machine pattern as can be seen below.
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```c
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void changeState(Device_t* device) {
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State_e state = device->state;
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switch (state) {
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case OFF:
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if (offButtonPressed()) {
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device->state = LOCK;
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}
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break;
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case LOCK:
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if (offButtonPressed()){
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device->state = OFF:
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}
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if (strcmp(device->entered_string, "dbg") == 0) {
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device->state = DEBUG:
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}
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if (strcmp(device->entered_string, "pwd") == 0) {
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device->state = UNLOCKED:
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}
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break;
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...
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```
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However like a good engineer you think back to what your tech lead said this system is going to have to scale to over 100 state. Currently you have implemented 2 states and the function is already over 20 lines of code (LOC) long. Assuming that as you add more states each state grows a little in lines of code and ends up somewhere with 20 LOC per state. We can do some simple math to see how out of hand this can get:
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$$
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100_{\text{states}} \times 20_{\text{LOC}} = 2000_{\text{LOC}}
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$$
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That would be a 2k LOC state machine and a nightmare to debug and maintain (i should know ive seen them in the wild, and let me tell you some LSP dont like it).
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Therefor due to this mess of unmaintainable and heavily coupled code, you decide you need a different solution, and there for you decide to implement the namesake of this article **The state pattern**. Using this pattern all your states become singular easily maintainable [c files](/src/states/) as well as decoupling some states from the dependencies that other states need.
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So to start implement this pattern we first draw up a uml diagram of how it should go together. We can see we have the device itself and which is composed of a device state, and the entered string. This "class" also has 3 methods pressPwrButton, pressStrInputButton, and pressLockButton. These methods are used to create an abstraction from the device state so the underlying state can change while using the same input functions. This means that the state field will change its self when one of the transition functions is called. These transition functions are the ones defined within the interface and the ones defined within the `Device_t` struct with the ones in the `Device_t` struct just calling the functions that are implemented by the `DeviceState_t`. To give and example when the devices `pressPwrButton` method is called this calls the `DeviceState_t` `pressPwrMethod`.
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```
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---------------------------------- UML Diagram ----------------------------------
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┌──────────────────────────────────────────────┐ ┌────────────────────────┐
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│ Device_t │<>────┤ «interface» │
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├──────────────────────────────────────────────┤ │ DeviceInterface_t │
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│ +DeviceState_t state │ ├────────────────────────┤
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│ +String entered_string │ │ │
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├──────────────────────────────────────────────┤ ├────────────────────────┤
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│ +pressPwrButton() : pressPwrMethod │ │ +pressPwrMethod() │
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│ +pressStrInputButton() : pressStrInputMethod │ │ +pressStrInputMethod() │
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│ +pressLockButton() : pressLockMethod │ │ +pressLockMethod() │
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└──────────────────────────────────────────────┘ └─────┬──────────────────┘
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▲ │
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▼ │
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│ │
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│ │
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┌────────────┴───────────────┐ │
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│ DeviceState_t │<>────────────────────────────┘
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├────────────────────────────┤
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│ +String state_name │
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│ +DeviceInterface_s methods │
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├────────────────────────────┤
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│ +setDeviceStateToStateX() │
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└────────────────────────────┘
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--------------------------------- \ UML Diagram ---------------------------------
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```
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(note not real uml diagram because no one knows how to read them)
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1. So to implement this we will first start off with the [device struct](/src/device.h#L64)
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```c
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// device.h
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typedef struct Device_s{
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DeviceState_t state,
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char* entered_string,
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} Device_t;
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```
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2. Next we will implement the [methods](/src/device.h#L34) which in this case will be an [interface](https://en.wikipedia.org/wiki/Interface_(object-oriented_programming)). These methods are all the changes that can be made to the device i.e. Your [inputs](#inputs).
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```c
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// device.h
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typedef struct DeviceInterface_s{
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void (*pressPwr)(Device_t*);
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void (*pressStrInput)(Device_t*);
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void (*pressLock)(Device_t*);
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} DeviceInterface_t;
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```
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3. And finally we will implement the [struct to hold the actual state](/src/device.h#L52) of the device. (note there is some funkiness in c with implementing this since you will need forward decls)
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```c
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// device.h
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typedef struct DeviceState_s{
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const char* state_name;
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DeviceInterface_t methods;
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}DeviceState_t;
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```
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4. Now we need to implement the 3 functions for device inputs, ive implemented one here as the rest are very [similar](/src/device.c#L14). So this function takes the given device and then uses the methods defined within the device state to change the current state of the device.
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```c
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// device.c
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void pressPwrButton(Device_t *device) {
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device->state.methods.pressPwr(device);
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}
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```
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5. Now we will create a new header file called state, this file will contain the functions that sets the state of the given device to a new state. So we will implement a function per out defined [states](#states).
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```c
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//state.h
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void setDeviceStateToUnlock(Device_t *device);
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void setDeviceStateToDebug(Device_t *device);
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void setDeviceStateToLock(Device_t *device);
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void setDeviceStateToOff(Device_t *device);
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```
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6. Now we can implement one of these states as the rest of them should be fairly self explanatory. The state we will be implementing is the [lock state](/src/states/lock_state.c) as this should show off most of the different transitions. We will first start out with implementing the set state function. This function takes the given device and sets that devices state to this new state.
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```c
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// lock_state.h
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void setDeviceStateToLock(Device_t *device) {
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device->state = (DeviceState_t){
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.state_name = lock_state_name,
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.methods = (DeviceInterface_t){
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.pressPwr = &pressPwrMethod,
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.pressStrInput = &pressStrInputMethod,
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.pressLock = &pressLockMethod,
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},
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};
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}
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```
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7. Now that we have the function for setting this state we can now implement the functions for what this functions does depending on the inputs we will first start with the power button function. This is one of the simplest when the power button is press i.e. When the function is called we set the devices state to off.
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```c
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// lock_state.c
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static void pressPwrMethod(Device_t *device) {
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printf("turning off device\n");
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setDeviceStateToOff(device);
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}
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```
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8. Now we will implement the next function the lock button which in the lock state will do nothing.
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```c
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// lock_state.c
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static void pressLockMethod(Device_t *device) {
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(void) device;
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printf("nothing happens\n");
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}
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```
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9. Finally we create the function for handling the text input, this function will check the entered string to see if its either "dbg", or "pwd" and if it is enter debug or unlock respectively.
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```c
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static void pressStrInputMethod(Device_t *device) {
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if (strcmp(device->entered_string, "dbg") == 0) {
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printf("entering debug state\n");
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setDeviceStateToDebug(device);
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return;
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}
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if (strcmp(device->entered_string, "pwd") == 0) {
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printf("entering unlock state\n");
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setDeviceStateToUnlock(device);
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return;
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}
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printf("unknown string %s\n", device->entered_string);
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}
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```
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10. Now we just need to implement the other [states](#states) in the same way we implemented this first one.
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11. Finally we need to test our device. Firstly within main we create a new device and set its initial state to off.
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```c
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// arrange:
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Device_t device;
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initDevice(&device);
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setDeviceStateToOff(&device);
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```
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12. Now we can test that the device correctly travels through each state, by pressing one of the buttons ([invoking the input method functions](/src/device.h#L34)) then checking that the `state_name` is equal to the set state name.
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```c
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// act :
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// turn on the device
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pressPwrButton(&device);
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// assert :
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// check that the device entered the right state
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if (strcmp(device.state.state_name, "lock_state.c") != 0) return 0;
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```
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Now that you have implement this basic state pattern your tech lead comes to you and tells you to implement one more state then they will let you throw a brick at management as a treat this state is:
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- A calling state where:
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- when the phone is unlocked you can type in a number in the the string input and it will call it
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- you can also turn off the phone from this state
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- the lock button ends the current call and returns back to the unlocked state
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So try implementing this state yourself.
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Other good resources for learning how this patterns works is [bob nystrom's game programming patterns book](https://gameprogrammingpatterns.com/state.html) as well as [refactoring Guru](https://refactoring.guru/design-patterns/state) however both of these implement this in the fun languages with object and interfaces.
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# how to build and run it
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This demo uses a simple build system called [nob](https://github.com/tsoding/nob.h) a header only build system for c projects.
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To build run these command in the root of the project:
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```bash
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# bootstraps the build system
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> gcc nob.c -o nob
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# runs the build system
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> ./nob
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# runs the program
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> ./build/main
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```
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And if you have a different compiler you want to use that is posix compliant just change the `CC` macro in the `nob.c` with your one. |