Design Patterns
Design Patterns are about design and interaction of objects.
They provide a communication platform concerning elegant, reusable solutions to
commonly encountered programming challenges. It is a way to pursue an intent
that uses classes and their methods in an OO language
Also we can say that, it is 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.
With .NET the full capability of
object-oriented programming came into the picture for the most of developers
using Microsoft products.
You can do much more with .NET than with
previous Microsoft technologies but it comes with a price, increased
complexity. And design patterns have evolved over the time to help to keep
things in order when applications become complex.
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.
Creational Patterns
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Abstract Factory
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Creates an instance of several families of classes
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Builder
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Separates object construction from its representation
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Factory Method
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Creates an instance of several derived classes
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Prototype
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A fully initialized instance to be copied or cloned
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Singleton
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A class of which only a single instance can exist
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Structural Patterns
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Adapter
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Wrap an existing class with a new interface, Match interfaces of different classes
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Bridge
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Separates an object’s interface from its implementation
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Composite
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A tree structure of simple and composite objects
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Decorator
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Add responsibilities to objects dynamically
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Facade
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A single class that represents an entire subsystem
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Flyweight
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A fine-grained instance used for efficient sharing
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Proxy
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An object representing another object
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Behavioral Patterns
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Chain of Resp.
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A way of passing a request between a chain of objects
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Command
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Encapsulate a command request as an object
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Interpreter
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A way to include language elements in a program
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Iterator
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Sequentially access the elements of a collection
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Mediator
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Defines simplified communication between classes
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Memento
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Capture and restore an object's internal state
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Observer
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A way of notifying change to a number of classes
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State
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Alter an object's behavior when its state changes
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Strategy
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Encapsulates an algorithm inside a class
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Template Method
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Defer the exact steps of an algorithm to a subclass
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Visitor
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Defines a new operation to a class without change
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We can also categorize it :-
Interface Patterns
1
Adapter
2
Facade
3 Composite
4 Bridge
Responsibility Patterns
1
Singleton
2 Observer
3 Mediator
4 Proxy
5 Chain of Responsibility
6 Flyweight
Construction Patterns
1
Builder
2 Factory Method
3 Abstract Factory
4 Prototype
5 Memento
Operation Patterns
1
Template Method
2 State
3 Strategy
4 Command
5 Interpreter
Extension Patterns
1
Decorator
2 Iterator
3 Visitor