C# Design Patterns
What are 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||As the name suggests, it provides the object or classes creation mechanism
that enhance the flexibilities and reusability of the existing code.
They reduce the dependency and controlling how the use interaction with
our class so we wouldn't deal with the complex construction.
|Structural||Structural Design Patterns mainly responsible for assemble object and classes
into a larger structure making sure that these structure should be flexible and efficient.
They are very essential for enhancing readability and maintainability of the code.
It also ensure that functionalities are properly separated, encapsulated.
It reduces the minimal interface between interdependent things.
|Behavioral||Behavior Design Patterns are responsible for how one class communicates with others.|
This repo provides source code for each of the 23 GoF patterns via real-world examples.
Creational Design Patterns
- Factory Method
Provides an interface for creating objects in a superclass, but allows subclasses to alter the type of objects that will be created.
- Abstract Factory
Lets you produce families of related objects without specifying their concrete classes.
Lets you construct complex objects step by step. The pattern allows you to produce different types and representations of an object using the same construction code.
Lets you copy existing objects without making your code dependent on their classes.
Lets you ensure that a class has only one instance, while providing a global access point to this instance.
Structural Design Patterns
Allows objects with incompatible interfaces to collaborate.
Lets you split a large class or a set of closely related classes into two separate hierarchies—abstraction and implementation—which can be developed independently of each other.
Lets you compose objects into tree structures and then work with these structures as if they were individual objects.
Lets you attach new behaviors to objects by placing these objects inside special wrapper objects that contain the behaviors.
Provides a simplified interface to a library, a framework, or any other complex set of classes.
Lets you fit more objects into the available amount of RAM by sharing common parts of state between multiple objects instead of keeping all of the data in each object.
Lets you provide a substitute or placeholder for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.
Behavioral Design Patterns
- Chain of Responsibility
Lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.
Turns a request into a stand-alone object that contains all information about the request. This transformation lets you pass requests as a method arguments, delay or queue a request's execution, and support undoable operations.
Lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.).
Lets you reduce chaotic dependencies between objects. The pattern restricts direct communications between the objects and forces them to collaborate only via a mediator object.
Lets you save and restore the previous state of an object without revealing the details of its implementation.
Lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they're observing.
Lets an object alter its behavior when its internal state changes. It appears as if the object changed its class.
Lets you define a family of algorithms, put each of them into a separate class, and make their objects interchangeable.
- Template Method
Defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure.
Lets you separate algorithms from the objects on which they operate.