C# State

The State design pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

Frequency of use:
medium
C# Design Patterns

UML class diagram

A visualization of the classes and objects participating in this pattern.


Participants

The classes and objects participating in this pattern include:

  • Context  (Account)
    • defines the interface of interest to clients
    • maintains an instance of a ConcreteState subclass that defines the current state.
  • State  (State)
    • defines an interface for encapsulating the behavior associated with a particular state of the Context.
  • Concrete State  (RedState, SilverState, GoldState)
    • each subclass implements a behavior associated with a state of Context

Structural code in C#

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);
        }
    }
}
Output
State: ConcreteStateA
State: ConcreteStateB
State: ConcreteStateA
State: ConcreteStateB
State: ConcreteStateA

Real-world code in C#

This real-world code demonstrates the creation of different animal worlds for a computer game using different factories. Although the animals created by the Continent factories are different, the interactions among the animals remain the same.

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);
        }
    }
}
Output
Deposited $500.00 ---
 Balance = $500.00
 Status = SilverState


Deposited $300.00 ---
 Balance = $800.00
 Status = SilverState


Deposited $550.00 ---
 Balance = $1,350.00
 Status = GoldState


Interest Paid ---
 Balance = $1,417.50
 Status = GoldState

Withdrew $2,000.00 ---
 Balance = ($582.50)
 Status = RedState

No funds available for withdrawal!
Withdrew $1,100.00 ---
 Balance = ($582.50)
 Status = RedState

.NET Optimized code in C#

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.

All other patterns (and much more) are available in our Dofactory .NET product.


Not only does Dofactory .NET cover the Gang of Four and Enterprise patterns, it also includes pattern architectures, low-code, and RAD (Rapid Application Development) techniques. Accelerate development to where you can write entire solutions in just 33 days!.

This unique package will change your developer lifestyle.  Here's what is included:



#1 .NET Success Platform
  • 69 gang-of-four pattern projects
  • 46 head-first pattern projects
  • Fowler's enterprise patterns
  • Multi-tier patterns
  • Convention over configuration
  • Active Record and CQRS patterns
  • Repository and Unit-of-Work patterns
  • MVC, MVP, & MVVM patterns
  • REST patterns with Web API
  • SparkTM Rapid App Dev (RAD) data access
  • Complete Art Shop, Ecommerce App
  • Complete Analytics, Dashboard App
  • Complete Art Shop, Ecommerce App
  • Complete SaaS, Multi-Tenant App
  • Everything 100% source code


Guides


vsn 3.1