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Design Patterns for C# and Visual C#

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Message par Napoléon Jeu 6 Oct - 22:34

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Design Patterns for C# and Visual C#


C# Design Patterns illustrates twenty-three classic Gang of
Four (GoF) design patterns—as well as the patterns which grew from
them—as they are used in the C# language on the .NET framework.

These design patterns are standards; but, their implementations
can vary with the object-oriented language. In fact, sometimes the
source code can look almost identical—as in the Java and C#
languages—;yet, the pattern works in one and not the other. Accordingly,
you cannot necessarily translate a Java pattern into a C# pattern and
have it work and vice versa.

Implementations can also vary within the C# language with each
version having its own strengths and weaknesses. For example, there are
at least five ways to implement the simplest of patterns—the Singleton.

What is a design pattern?


Contents

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  • 1 Design Patterns for C# and Visual C#
  • 2 Behavioral design patterns
  • 3 Creational design patterns
  • 4 Structural design patterns
  • 5 See also



[edit]
Behavioral design patterns


Chain of Responsibility
Define a method of passing a request among a chain of objects.
Command
Encapsulate a command request in an object.
Interpreter
Allow inclusion of language elements in an application.
Iterator
Enable sequential access to collection elements.
Mediator
Define simplified communication between classes.
Memento
Save and restore the internal state of an object.
Observer
Define a scheme for notifying objects of changes to another object.
State
Alter the behavior of an object when its state changes.
Strategy
Encapsulate an algorithm inside a class.
Template Method
Allow subclasses to redefine the steps of an algorithm.
Visitor
Define a new operation on a class without changint it.


[edit]
Creational design patterns


Abstract Factory
Encapsulate a set of analogous factories that produce families of objects.
Builder
Encapsulate the construction of complex objects from their
representation; so, the same building process can create various
representations by specifying only type and content.
Factory Method
Allow subclasses to "decide" which class to instantiate.
Prototype
Create an initialized instance for cloning or copying.
Singleton
Ensure that only a single instance of a class exists and provide a single method for gaining access to it.
[edit]
Structural design patterns




Adapter
Adapt an interface to an expected interface.
Bridge
Decouple an interface from its implementation.
Composite
Create a tree structure for part-whole hierarchies.
Decorator
Extend functionality dynamically.
Façade (Facade)
Simplify usage by defining a high-level interface.
Flyweight
Support fine-grained objects efficiently by sharing.
Proxy
Represent an object with another object for access control.
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