Sunday, May 4, 2014

.NET Design Patterns

Design Patterns can be explained as recurring solutions to recurring problems in Software architecture. Patterns are all about reusable design and interactions of objects. The 23 Gang Of Four (GOF) patterns are considered as the foundation for all other patterns.

We can classify the Design Patterns as mainly onto

  • Creational
  • Structural
  • Behavioral

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

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

Behavioral Pattern :

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

Lets discuss each of these Patterns in my upcoming blogs. All the above definitions are referred from GOF. Keep watching this space...

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