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 linesIn 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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