This example shows the implementation of state mode in C. 1. Define the State interface class and declare pure virtual functions of play, pause, and stop; 2. Implement the three specific state classes StoppedState, PlayingState, and PausedState, each defining behavior based on the current state; 3. Create an AudioPlayer context class, hold the current state object and delegate the state behavior; 4. Call the play, pause, and stop methods in the main function, and the behavior changes with the internal state change; the final output conforms to the expected state transition, and the state mode is fully implemented to eliminate conditional logic and improve maintainability.
The State Pattern is a behavioral design pattern that allows an object to change its behavior when its internal state changes. In C , this is typically implemented using polymorphism — each state is represented by a separate class, and the context object delegates state-specific behavior to the current state object.

Here's a practical C example of the State Pattern:
? Example: A Simple Audio Player
Imagine an audio player that can be in different states: Stopped , Playing , or Paused . The behavior of actions like play()
, pause()
, and stop()
depends on the current state.

? Step 1: Define the State Interface
// State.h #ifndef STATE_H #define STATE_H class AudioPlayer; // Forward declaration class State { public: virtual ~State() = default; virtual void play(AudioPlayer* player) = 0; virtual void pause(AudioPlayer* player) = 0; virtual void stop(AudioPlayer* player) = 0; }; #endif
? Step 2: Implement Concrete States
// StoppedState.h #ifndef STOPPED_STATE_H #define STOPPED_STATE_H #include "State.h" class StoppedState : public State { public: void play(AudioPlayer* player) override; void pause(AudioPlayer* player) override; void stop(AudioPlayer* player) override; }; #endif
// StoppedState.cpp #include "StoppedState.h" #include "AudioPlayer.h" #include <iostream> void StoppedState::play(AudioPlayer* player) { std::cout << "Starting playback.\n"; player->changeState(new PlayingState()); } void StoppedState::pause(AudioPlayer* player) { std::cout << "Can't pause — already stopped.\n"; } void StoppedState::stop(AudioPlayer* player) { std::cout << "Already stopped.\n"; }
// PlayingState.h #ifndef PLAYING_STATE_H #define PLAYING_STATE_H #include "State.h" class PlayingState : public State { public: void play(AudioPlayer* player) override; void pause(AudioPlayer* player) override; void stop(AudioPlayer* player) override; }; #endif
// PlayingState.cpp #include "PlayingState.h" #include "AudioPlayer.h" #include <iostream> void PlayingState::play(AudioPlayer* player) { std::cout << "Already playing.\n"; } void PlayingState::pause(AudioPlayer* player) { std::cout << "Pausing playback.\n"; player->changeState(new PausedState()); } void PlayingState::stop(AudioPlayer* player) { std::cout << "Stopping playback.\n"; player->changeState(new StoppedState()); }
// PausedState.h #ifndef PAUSED_STATE_H #define PAUSED_STATE_H #include "State.h" class PausedState : public State { public: void play(AudioPlayer* player) override; void pause(AudioPlayer* player) override; void stop(AudioPlayer* player) override; }; #endif
// PausedState.cpp #include "PausedState.h" #include "AudioPlayer.h" #include <iostream> void PausedState::play(AudioPlayer* player) { std::cout << "Resuming playback.\n"; player->changeState(new PlayingState()); } void PausedState::pause(AudioPlayer* player) { std::cout << "Already paused.\n"; } void PausedState::stop(AudioPlayer* player) { std::cout << "Stopping playback.\n"; player->changeState(new StoppedState()); }
? Step 3: Context Class (AudioPlayer)
// AudioPlayer.h #ifndef AUDIO_PLAYER_H #define AUDIO_PLAYER_H #include "State.h" class AudioPlayer { private: State* currentState; // Helper to delete old state void changeState(State* newState) { delete currentState; currentState = newState; } public: AudioPlayer(); ~AudioPlayer(); void play(); void pause(); void stop(); // For testing: get current state type (optional) std::string getStateName() const; }; #endif
// AudioPlayer.cpp #include "AudioPlayer.h" #include "StoppedState.h" #include <typeinfo> AudioPlayer::AudioPlayer() { currentState = new StoppedState(); // Initial state } AudioPlayer::~AudioPlayer() { delete currentState; } void AudioPlayer::play() { currentState->play(this); } void AudioPlayer::pause() { currentState->pause(this); } void AudioPlayer::stop() { currentState->stop(this); } std::string AudioPlayer::getStateName() const { if (dynamic_cast<const StoppedState*>(currentState)) return "Stopped"; else if (dynamic_cast<const PlayingState*>(currentState)) return "Playing"; else if (dynamic_cast<const PausedState*>(currentState)) return "Paused"; return "Unknown"; }
? Step 4: Usage Example
// main.cpp #include "AudioPlayer.h" #include <iostream> int main() { AudioPlayer player; player.play(); // Output: Starting playback. player.pause(); // Output: Pausing playback. player.play(); // Output: Resuming playback. player.stop(); // Output: Stopping playback. player.pause(); // Output: Can't pause — already stopped. return 0; }
? Output
Starting playback. Pausing playback. Resuming playback. Stopping playback. Can't pause — already stopped.
? Key Points
- The context (
AudioPlayer
) delegates state-specific behavior to the currentState
object. - Each concrete state handles transitions and behavior independently.
- The
changeState()
method safely deletes the old state and switches to a new one. - You avoid messy
if/else
orswitch
statements based on state variables.
?? Notes
- This example uses raw points and
new/delete
. In production, consider using smart points (eg,std::unique_ptr
) for better memory safety. - The
AudioPlayer
owns its state, so it handles deletion properly. - States are created on the heap — fine for small examples, but pooling or flyweight patterns can optimize in performance-critical cases.
That's a clean, working C implementation of the State Pattern . It's especially useful when you have complex state-dependent logic that would otherwise become unmanageable with conditions.
Basically just organize your states, let them handle their own rules, and let the context delegate.

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