Chapter 6. State

The patterns in this chapter describe how to communicate your use of state. Objects are convenient packages of behavior which is presented to the outside world and state which is used to support that behavior. One of the advantages of objects is that they mince all of the state of a program into tiny pieces, each effectively its own little computer. Large libraries of state, promiscuously referenced, make further changes to code difficult because the effect of a code change on the state is hard to predict. With objects, it is easier to analyze what state will be affected by a change, because the namespace of referenceable state is so much smaller.

The chapter contains the following patterns:

StateCompute with values that ...

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