The State design pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.
A visualization of the classes and objects participating in this pattern.
The classes and objects participating in this pattern include:
Account
)
State
)
RedState, SilverState, GoldState
)
This structural code demonstrates the State pattern which allows an Account to behave differently depending on its balance. The difference in behavior is delegated to State objects called RedState, SilverState and GoldState. These states represent overdrawn accounts, starter accounts, and accounts in good standing.
using System;
namespace State.Structural
{
/// <summary>
/// State Design Pattern
/// </summary>
public class Program
{
public static void Main(string[] args)
{
// Setup context in a state
var context = new Context(new ConcreteStateA());
// Issue requests, which toggles state
context.Request();
context.Request();
context.Request();
context.Request();
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'State' abstract class
/// </summary>
public abstract class State
{
public abstract void Handle(Context context);
}
/// <summary>
/// A 'ConcreteState' class
/// </summary>
public class ConcreteStateA : State
{
public override void Handle(Context context)
{
context.State = new ConcreteStateB();
}
}
/// <summary>
/// A 'ConcreteState' class
/// </summary>
public class ConcreteStateB : State
{
public override void Handle(Context context)
{
context.State = new ConcreteStateA();
}
}
/// <summary>
/// The 'Context' class
/// </summary>
public class Context
{
State state;
// Constructor
public Context(State state)
{
this.State = state;
}
// Gets or sets the state
public State State
{
get { return state; }
set
{
state = value;
Console.WriteLine("State: " + state.GetType().Name);
}
}
public void Request()
{
state.Handle(this);
}
}
}
This real-world code demonstrates the State pattern which allows an Account to behave differently depending on its balance. The difference in behavior is delegated to State objects called RedState, SilverState and GoldState. These states represent overdrawn accounts, starter accounts, and accounts in good standing.
using System;
namespace State.RealWorld
{
/// <summary>
/// State Design Pattern
/// </summary>
public class Program
{
public static void Main(string[] args)
{
// Open a new account
Account account = new Account("Jim Johnson");
// Apply financial transactions
account.Deposit(500.0);
account.Deposit(300.0);
account.Deposit(550.0);
account.PayInterest();
account.Withdraw(2000.00);
account.Withdraw(1100.00);
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'State' abstract class
/// </summary>
public abstract class State
{
protected Account account;
protected double balance;
protected double interest;
protected double lowerLimit;
protected double upperLimit;
// Properties
public Account Account
{
get { return account; }
set { account = value; }
}
public double Balance
{
get { return balance; }
set { balance = value; }
}
public abstract void Deposit(double amount);
public abstract void Withdraw(double amount);
public abstract void PayInterest();
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Red indicates that account is overdrawn
/// </remarks>
/// </summary>
public class RedState : State
{
private double serviceFee;
// Constructor
public RedState(State state)
{
this.balance = state.Balance;
this.account = state.Account;
Initialize();
}
private void Initialize()
{
// Should come from a datasource
interest = 0.0;
lowerLimit = -100.0;
upperLimit = 0.0;
serviceFee = 15.00;
}
public override void Deposit(double amount)
{
balance += amount;
StateChangeCheck();
}
public override void Withdraw(double amount)
{
amount = amount - serviceFee;
Console.WriteLine("No funds available for withdrawal!");
}
public override void PayInterest()
{
// No interest is paid
}
private void StateChangeCheck()
{
if (balance > upperLimit)
{
account.State = new SilverState(this);
}
}
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Silver indicates a non-interest bearing state
/// </remarks>
/// </summary>
public class SilverState : State
{
// Overloaded constructors
public SilverState(State state) :
this(state.Balance, state.Account)
{
}
public SilverState(double balance, Account account)
{
this.balance = balance;
this.account = account;
Initialize();
}
private void Initialize()
{
// Should come from a datasource
interest = 0.0;
lowerLimit = 0.0;
upperLimit = 1000.0;
}
public override void Deposit(double amount)
{
balance += amount;
StateChangeCheck();
}
public override void Withdraw(double amount)
{
balance -= amount;
StateChangeCheck();
}
public override void PayInterest()
{
balance += interest * balance;
StateChangeCheck();
}
private void StateChangeCheck()
{
if (balance < lowerLimit)
{
account.State = new RedState(this);
}
else if (balance > upperLimit)
{
account.State = new GoldState(this);
}
}
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Gold indicates an interest bearing state
/// </remarks>
/// </summary>
public class GoldState : State
{
// Overloaded constructors
public GoldState(State state)
: this(state.Balance, state.Account)
{
}
public GoldState(double balance, Account account)
{
this.balance = balance;
this.account = account;
Initialize();
}
private void Initialize()
{
// Should come from a database
interest = 0.05;
lowerLimit = 1000.0;
upperLimit = 10000000.0;
}
public override void Deposit(double amount)
{
balance += amount;
StateChangeCheck();
}
public override void Withdraw(double amount)
{
balance -= amount;
StateChangeCheck();
}
public override void PayInterest()
{
balance += interest * balance;
StateChangeCheck();
}
private void StateChangeCheck()
{
if (balance < 0.0)
{
account.State = new RedState(this);
}
else if (balance < lowerLimit)
{
account.State = new SilverState(this);
}
}
}
/// <summary>
/// The 'Context' class
/// </summary>
public class Account
{
private State state;
private string owner;
// Constructor
public Account(string owner)
{
// New accounts are 'Silver' by default
this.owner = owner;
this.state = new SilverState(0.0, this);
}
public double Balance
{
get { return state.Balance; }
}
public State State
{
get { return state; }
set { state = value; }
}
public void Deposit(double amount)
{
state.Deposit(amount);
Console.WriteLine("Deposited {0:C} --- ", amount);
Console.WriteLine(" Balance = {0:C}", this.Balance);
Console.WriteLine(" Status = {0}",
this.State.GetType().Name);
Console.WriteLine("");
}
public void Withdraw(double amount)
{
state.Withdraw(amount);
Console.WriteLine("Withdrew {0:C} --- ", amount);
Console.WriteLine(" Balance = {0:C}", this.Balance);
Console.WriteLine(" Status = {0}\n",
this.State.GetType().Name);
}
public void PayInterest()
{
state.PayInterest();
Console.WriteLine("Interest Paid --- ");
Console.WriteLine(" Balance = {0:C}", this.Balance);
Console.WriteLine(" Status = {0}\n",
this.State.GetType().Name);
}
}
}
The .NET optimized code demonstrates the
same real-world situation as above but uses modern, built-in .NET features,
such as, generics, reflection, LINQ, lambda functions, etc.
You can find an example on our Singleton pattern page.
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