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State Pattern2026-05-14

Deep Dive: The State Pattern​

The State Pattern is a behavioral design pattern that allows an object to change its behavior when its internal state changes.

Instead of a single class bloated with conditional logic (like giant if/else or switch statements), each state is encapsulated into its own class.

This promotes the Open/Closed Principle, allowing the addition of new states without modifying existing code.

In this vending machine implementation, the machine delegates all actions (inserting money, selecting products, and dispensing) to a current state object.

Transitions, such as moving from NoMoneyState to HasMoneyState or from DispenseState to SoldOutState, are handled dynamically by the state objects themselves.

Full Implementation​

See Vending Machine LLD for the complete code implementation.