namespace State_DesignPattern
{
using System;
abstract class State
{
protected string strStatename;
abstract public void Pour();
// do something state-specific here
}
class OpenedState : State
{
public OpenedState ()
{
strStatename = " Opened " ;
}
override public void Pour()
{
Console.WriteLine( " pouring " );
Console.WriteLine( " pouring " );
Console.WriteLine( " pouring " );
}
}
class ClosedState : State
{
public ClosedState()
{
strStatename = " Closed " ;
}
override public void Pour()
{
Console.WriteLine( " ERROR - bottle is closed - cannot pour " );
}
}
class ContextColaBottle
{
public enum BottleStateSetting {
Closed,
Opened
} ;
// If teh state classes had large amounts of instance data,
// we could dynamically create them as needed - if this demo
// they are tiny, so we just create them as data members
OpenedState openedState = new OpenedState();
ClosedState closedState = new ClosedState();
public ContextColaBottle ()
{
// Initialize to closed
CurrentState = closedState;
}
private State CurrentState;
public void SetState(BottleStateSetting newState)
{
if (newState == BottleStateSetting.Closed)
{
CurrentState = closedState;
}
else
{
CurrentState = openedState;
}
}
public void Pour()
{
CurrentState.Pour();
}
}
/// <summary>
/// Summary description for Client.
/// </summary>
public class Client
{
public static int Main( string [] args)
{
ContextColaBottle contextColaBottle = new ContextColaBottle();
Console.WriteLine( " initial state is closed " );
Console.WriteLine( " Now trying to pour " );
contextColaBottle.Pour();
Console.WriteLine( " Open bottle " );
contextColaBottle.SetState(ContextColaBottle.BottleStateSetting.Opened);
Console.WriteLine( " Try to pour again " );
contextColaBottle.Pour();
return 0 ;
}
}
}
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