A state machine is a behavioral design pattern that can be used to model the behavior of an object or a system. In C#, it can be implemented using a combination of classes and interfaces.
Here's an example of how you can implement a simple state machine in C#:
main.cs1274 chars71 lines
In this example, IState
represents the interface for a state that handles the context's Handle
method. StateA
, StateB
, and StateC
classes implement the IState
interface and handle state transitions. Context
class represents the object that needs to switch between states, and it keeps track of the current state through the State
property. Finally, Request
method is the event that triggers the state transition, and the current state is handled appropriately.
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