I\'ve looked at this explanation on Wikipedia, specifically the C++ sample, and fail to recognize the difference between just defining 3 classes, creating instances and call
The strategy pattern allows you to exploit polimorphism without extending your main class. In essence, you are putting all variable parts in the strategy interface and implementations and the main class delegates to them. If your main object uses only one strategy, it's almost the same as having an abstract (pure virtual) method and different implementations in each subclass.
The strategy approach offers some benefits:
The drawback is that in many cases, the strategy pattern is an overkill - the switch/case operator is there for a reason. Consider starting with simple control flow statements (switch/case or if) then only if necessary move to class hierarchy and if you have more than one dimensions of variability, extract strategies out of it. Function pointers fall somewhere in the middle of this continuum.
Recommended reading: