Object Oriented Design Patterns



What are Design Patterns?

Design patterns are solutions to software design problems you find again and again in real-world application development. Patterns are about reusable designs and interactions of objects.

The 23 Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral (for a complete list see below). This reference provides source code for each of the 23 GoF patterns.

C# Design Patterns

To give you a head start, the C# source code for each pattern is provided in 2 forms: structural and real-world. Structural code uses type names as defined in the pattern definition and UML diagrams. Real-world code provides real-world programming situations where you may use these patterns.

 

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 Patterns

  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



for the further OODP implementation follows the link below:

https://psvdevelopers.blogspot.com/