Friday, June 7, 2013

State Design Patterns - Behavioral Patterns in C#

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class

 class Program
    {
        static void Main(string[] args)
        {
            Context c = new Context(new ConcreteStateA());
            c.Request();
            c.Request();
            c.Request();
            Console.ReadKey();
        }
    }

    class Context
    {
        private State _state;

        public State State
        {
            get { return _state; }
            set
            {
                _state = value;
                Console.WriteLine("State: " + _state.GetType().Name.ToString());
            }
        }
        public Context(State state)
        {
            this.State = state;
        }
        public void Request()
        {
            _state.Handle(this);
        }
    }
    abstract class State
    {
        public abstract void Handle(Context context);
    }
    class ConcreteStateA : State
    {
        public override void Handle(Context context)
        {
            context.State =new ConcreteStateB();
        }
    }
    class ConcreteStateB : State
    {
        public override void Handle(Context context)
        {
            context.State = new ConcreteStateA();
        }
    }

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