Design Patterns for C# and Visual C#
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Design Patterns for C# and Visual C#
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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?
[edit]
Behavioral design patterns
[edit]
Creational design patterns
[edit]
Structural design patterns
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 [[Vous devez être inscrit et connecté pour voir ce lien]]
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[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. |
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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