C# Design Patterns — Tutorial with Examples – Dofactory
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C# Design Patterns
What are Design Patterns?
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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). This reference provides source code for
each of the 23 GoF patterns.
C# Design Patterns
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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 features, such as, generics,
delegates, reflection, and more. These and much more are available in
our Dofactory .NET product.
See the Singleton page
for a .NET Optimized example.
Creational Patterns
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Abstract Factory
Creates an instance of several families of classes
Builder
Separates object construction from its representation
Factory Method
Creates an instance of several derived classes
Prototype
A fully initialized instance to be copied or cloned
Singleton
A class of which only a single instance can exist
Structural Patterns
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Adapter
Match interfaces of different classes
Bridge
Separates an object’s interface from its implementation
Composite
A tree structure of simple and composite objects
Decorator
Add responsibilities to objects dynamically
Facade
A single class that represents an entire subsystem
Flyweight
A fine-grained instance used for efficient sharing
Proxy
An object representing another object
Behavioral Patterns
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Chain of Resp.
A way of passing a request between a chain of objects
Command
Encapsulate a command request as an object
Interpreter
A way to include language elements in a program
Iterator
Sequentially access the elements of a collection
Mediator
Defines simplified communication between classes
Memento
Capture and restore an object’s internal state
Observer
A way of notifying change to a number of classes
State
Alter an object’s behavior when its state changes
Strategy
Encapsulates an algorithm inside a class
Template Method
Defer the exact steps of an algorithm to a subclass
Visitor
Defines a new operation to a class without change
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