30 March 2014

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 Behavioural
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 exploit built-in .NET 4.5 features, such as, generics, attributes, delegates, reflection, and more.
Creational Patterns:
Abstract Factory :Creates an instance of several families of classes
BuilderSeparates object construction from its representation
Factory Method :Creates 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
Adapter Match 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
Facade A single class that represents an entire subsystem
Flyweight:  A fine-grained instance used for efficient sharing
ProxyAn object representing another object.
Behavioural Patterns

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

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

No comments:

Post a Comment