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Allow an object to alter its behavior when its internal state changes.
The object will appear to change its class.
Frequency of use: nbsp;medium
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The classes and/or objects participating in this pattern are:
- 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
This structural code demonstrates the State pattern which allows an object to behave differently
depending on its internal state. The difference in behavior is
delegated to objects that represent this state.
Show code
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// State pattern -- Structural example
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using System;
namespace DoFactory.GangOfFour.State.Structural
{
// MainApp test application
class MainApp
{
static void Main()
{
// Setup context in a state
Context c = new Context(new ConcreteStateA());
// Issue requests, which toggles state
c.Request();
c.Request();
c.Request();
c.Request();
// Wait for user
Console.Read();
}
}
// "State"
abstract class State
{
public abstract void Handle(Context context);
}
// "ConcreteStateA"
class ConcreteStateA : State
{
public override void Handle(Context context)
{
context.State = new ConcreteStateB();
}
}
// "ConcreteStateB"
class ConcreteStateB : State
{
public override void Handle(Context context)
{
context.State = new ConcreteStateA();
}
}
// "Context"
class Context
{
private State state;
// Constructor
public Context(State state)
{
this.State = state;
}
// Property
public State State
{
get{ return state; }
set
{
state = value;
Console.WriteLine("State: " +
state.GetType().Name);
}
}
public void Request()
{
state.Handle(this);
}
}
}
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Output
State: ConcreteStateA
State: ConcreteStateB
State: ConcreteStateA
State: ConcreteStateB
State: ConcreteStateA
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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.
Show code
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// State pattern -- Real World example
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using System;
namespace DoFactory.GangOfFour.State.RealWorld
{
// MainApp test application
class MainApp
{
static void Main()
{
// 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.Read();
}
}
// "State"
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();
}
// "ConcreteState"
// Account is overdrawn
class RedState : State
{
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);
}
}
}
// "ConcreteState"
// Silver is non-interest bearing state
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);
}
}
}
// "ConcreteState"
// Interest bearing state
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);
}
}
}
// "Context"
class Account
{
private State state;
private string owner;
// Constructor
public Account(string owner)
{
// New accounts are 'Silver' by default
this.owner = owner;
state = new SilverState(0.0, this);
}
// Properties
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}\n" ,
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);
}
}
}
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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
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This .NET optimized code demonstrates the
same real-world situation as above but uses modern, built-in .NET features.
Show code
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// State pattern -- .NET optimized
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See our Singleton page for a .NET optimized code sample.
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