Thursday 15 June 2017

Design Patterns

Design patterns are solutions to software design problems you find again and again in real-world application development. Patterns are about reusable designs and interactions of objects.
The 23 Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral (for a complete list see below).
To give you a head start, the C# source code for each pattern is provided in 2 forms: structural and real-world. Structural code uses type names as defined in the pattern definition and UML diagrams. Real-world code provides real-world programming situations where you may use these patterns.
A third form, .NET optimized, demonstrates design patterns that fully exploit built-in .NET 4.5 features, such as, generics, attributes, delegates, reflection, and more. These and much more are available in our .NET Design Pattern Framework 4.5. You can see the Singletonpage for a .NET 4.5 Optimized example.


Creational Patterns
  Abstract FactoryCreates an instance of several families of classes
  BuilderSeparates object construction from its representation
  Factory MethodCreates an instance of several derived classes
  PrototypeA fully initialized instance to be copied or cloned
  SingletonA class of which only a single instance can exist

Structural Patterns
  AdapterMatch interfaces of different classes
  BridgeSeparates an object’s interface from its implementation
  CompositeA tree structure of simple and composite objects
  DecoratorAdd responsibilities to objects dynamically
  FacadeA single class that represents an entire subsystem
  FlyweightA fine-grained instance used for efficient sharing
  ProxyAn object representing another object

Behavioral Patterns
  Chain of Resp.A way of passing a request between a chain of objects
  CommandEncapsulate a command request as an object
  InterpreterA way to include language elements in a program
  IteratorSequentially access the elements of a collection
  MediatorDefines simplified communication between classes
  MementoCapture and restore an object's internal state
  ObserverA way of notifying change to a number of classes
  StateAlter an object's behavior when its state changes
  StrategyEncapsulates an algorithm inside a class
  Template MethodDefer the exact steps of an algorithm to a subclass
  VisitorDefines a new operation to a class without change

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