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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T03:01:49+00:00 2026-05-27T03:01:49+00:00

Type typeThing = gumballMachine.GetState().GetType(); if (typeThing == typeof(NoQuarterState)) { … } IState state; public

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Type typeThing = gumballMachine.GetState().GetType();
if (typeThing == typeof(NoQuarterState)) { ... }


IState state;
public IState GetState() {
    return state;
}


public class NoQuarterState : IState { ... }

I’m using a gumballMachine app from Ch10 of Head First Design Patterns. full code here This works.

Problem: typeThing above smells! Is there a better way?

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  1. Editorial Team
    Editorial Team
    2026-05-27T03:01:50+00:00Added an answer on May 27, 2026 at 3:01 am

    You could use the is operator:

    if(gumballMachine.GetState() is NoQuarterState)
    {
       //..
    }
    

    This of course would result in true for all types that inherit from NoQuarterState as well though. Based on your example this shouldn’t be a problem.

    The question is why do you have to distinguish by type in the first place? Usually that’s a sign that a better design is in order, i.e. maybe the the strategy pattern or another use of polymorphism could help.

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