Design Pattern in C#


What is Design Pattern


Design pattern is nothing but a solution to a software design . 
Four authors written a book called  Gang of Four.


Introduction-To-Design-Pattern
Introduction-To-Design-Pattern


Design Pattern Types

Book called Design Patterns : Elements of reusable object oriented software. Here they mentioned there are 23 design pattern divided into 3 types as below.
  • Creational Pattern
  • Structural pattern
  • Behavioral pattern
Creational Pattern- This types of pattern describe ways to create the object .
Below are the 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 pattern- This pattern deals with the class and object composition.


  •   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- This design pattern deals with the communication between the objects. 

  •   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

Advantages of using Design Pattern
  • Easy to maintain the code 
  • Avoid mistakes as it follows Open close Principle.
  • Easy to understand.
  • Improve the performance of the application.
  • More Secured

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