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dot-net-design-patterns

  • Practise project giving examples of Coding design patterns in C#
  • We separate the patterns in following categories:
    • Creational:
      • Builder - For constructing an object piece by piece, mostly used for complex objects
      • Factory - For constructing a wholesale object, more descriptive than a regular constructor
      • Prototype - Creating an object from existing object, deep or shallow copy
      • Singleton - For creating a single instance of an object
    • Structural:
      • Adapter - Converts an interface into interface you need
      • Bridge - Composition over abstractrion
      • Composition - Uniformly treat objects and object compositions of the same type, mostly for tree like structures
      • Decorator - Extending the functionality of a certain interface without directly inheriting from it
      • Facade - Uniformed set of classes in a single interface
      • Flyweight - Space optimization technique for a big group of similar objects
      • Proxy - Used for additional checks before performing a certain functionality
    • Behavioral:
      • Chain of responsibility - Access information or process events in chain
      • Command - Encapsulate request in a single object, mostly used as a shapshot
      • Interpreter - Transforming text into an encapsulated object
      • Iterator - Providing an interface for accessing objects of an aggregate type
      • Mediator - Providing mediation between two interfaces / systems
      • Memento - For tracking system states in sequence of snapshots
      • Observer - For subscribing to a certain event, and triggering at a certain condition
      • State - For tracking states and transitions between them (state machine)
      • Strategy / Template object - For defining a blueprint of algorithm. Strategy uses composition, while TO uses inheritance
      • Visitor - adding an additional functionality to a hierarchy

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