Consider the following:
#include <iostream>
struct State { virtual ~State() = default; };
struct Drunk : State {
void singWhileDrunk() {std::cout << "Singing while drunk.\n";}
};
struct Person {
State* state;
void singWhileDrunk() {dynamic_cast<Drunk*>(state)->singWhileDrunk();} // Is this good?
};
int main() {
Person bob;
bob.state = new Drunk;
bob.singWhileDrunk();
// dynamic_cast<Drunk*>(bob.state)->singWhileDrunk(); // Using this is better?
}
What I wonder is if Person::singWhileDrunk()
should really be defined in Person
or not. singWhileDrunk()
only has true meaning if the person is drunk, so to define it in Person
seems wrong to me. However, it does simplify the code in main()
, especially if it is to be used a lot.
(dynamic_cast<Drunk*>(bob.state)->singWhileDrunk();
is clearly more typing (and may run into difficulties if I want to redefine it everywhere it is used, e.g. change dynamic_cast
to static_cast
). Another issue I have is that in my program I have many different types of states, each with their own special functions, and to define them all in Person
will really bloat the Person
class with MANY, MANY functions that don't even seem to belong in Person
. So there seems to be pros and cons to both choices and would like to hear what others have to say about this.
This is just an example of course. In reality, I have states like FlySpellState
, with the function flies()
, which also seems to have no place in Person
(since people cannot fly normally), though it could be.
Person
also sing while!Drunk
? Seems to me that the state my alter the result of the function, but it's still the same member function call. \$\endgroup\$