Design Patterns in .NET

Thursday, April 15, 2010 10:21:37 AM

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Design patterns are recurring solutions to software design problems you find again and again in real-world application development. Patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant, reusable solutions to commonly encountered programming challenges. The Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral. Here you will find information on these important patterns

Creational Patterns

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.

Abstract Factory Pattern
Builder Pattern
Factory Method Pattern
Prototype Pattern
Singleton Design Pattern

Structural Patterns

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.

Adapter Design Pattern
Bridge Design Pattern
Composite Design Pattern
Decorator Design Pattern
Facade Design Pattern
Flyweight Design Pattern
Proxy Design Pattern

Behavioral Design 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. 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.

Chain of Responsibility Pattern
Command Design Pattern
Interpreter Design Pattern
Iterator Design Pattern
Mediator Design Pattern
Memento Design Pattern
Observer Design Pattern
State Design Pattern
Strategy Design Pattern
Template Method Design Pattern
Visitor Design Pattern