I have an assingment about design patterns. In my case there is a model class whose behaviour can be changed at runtimes so many times. So I decided to use state pattern. But I have a question, program is also MVC. Then I think that model classes should not include business logic. But state pattern have classes which can be models and have bussiness logic inside. So changing behaviour of models inside MVC, can handled by state pattern and how? Or another pattern? How can we convert this Sample code to MVC? (You can think that there are some more complicated methods inside state classes in real world)
using System;
namespace DoFactory.GangOfFour.State.RealWorld
{
/// <summary>
/// MainApp startup class for Real-World
/// State Design Pattern.
/// </summary>
class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
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.ReadKey();
}
}
/// <summary>
/// The 'State' abstract class
/// </summary>
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();
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Red indicates that account is overdrawn
/// </remarks>
/// </summary>
class RedState : State
{
private 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);
}
}
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Silver indicates a non-interest bearing state
/// </remarks>
/// </summary>
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);
}
}
}
/// <summary>
/// A 'ConcreteState' class
/// <remarks>
/// Gold indicates an interest bearing state
/// </remarks>
/// </summary>
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);
}
}
}
/// <summary>
/// The 'Context' class
/// </summary>
class Account
{
private State _state;
private string _owner;
// Constructor
public Account(string owner)
{
// New accounts are 'Silver' by default
this._owner = owner;
this._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}",
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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