//===========================================================================
/*!
 * 
 *
 * \brief       Class which externalizes the state of an Object.
 * 
 * 
 *
 * \author      O. Krause
 * \date        2012
 *
 *
 * \par Copyright 1995-2017 Shark Development Team
 * 
 * <BR><HR>
 * This file is part of Shark.
 * <http://shark-ml.org/>
 * 
 * Shark is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published 
 * by the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * Shark is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public License
 * along with Shark.  If not, see <http://www.gnu.org/licenses/>.
 *
 */
//===========================================================================

#ifndef SHARK_CORE_STATE_H
#define SHARK_CORE_STATE_H

#include <boost/cast.hpp>

namespace shark{


/// \brief Represents the State of an Object.
///
/// Often the State of an object is changed during usage. 
/// This, however, makes it impossible to use the object in a
/// multithreaded environment in parallel. The solution is to externalize
/// the state, so that every thread can have it's own storage.
struct State{

	///\brief prevents that this class can be instantiated
	virtual ~State(){};

	///\brief Safely downcast State to it's derived type.
	///
	///Tries to do a safe cast from State to it's derived type.
	///The program is terminated in debug mode, if the wrong Type
	///was used.
	template<class DerivedStateType>
	DerivedStateType const& toState()const{
		return *boost::polymorphic_downcast<DerivedStateType const*>(this);
	}

	template<class DerivedStateType>
	DerivedStateType & toState(){
		return *boost::polymorphic_downcast<DerivedStateType*>(this);
	}
};

///\brief Default State of an Object which does not need a State
struct EmptyState:public State{
};
}
#endif
