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Book Name: Design Patterns in C#
Author: Vaskaran Sarcar
ISBN-10: 1484236394
Year: 2018
Pages: 455
Language: English
File size: 14.5 MB
File format: PDF
Design Patterns in C# Book Description:
Get hands-on experience with each Gang of Four design pattern using the latest version of C# (Visual Studio Community 2017). For each of the patterns, you’ll see at least one real-world scenario, a coding example, and a complete implementation including output.
In the first part of Design Patterns in C#, you will cover the 23 Gang of Four (GoF) design patterns, before moving onto some alternative design patterns, including the Simple Factory Pattern, the Null Object Pattern, and the MVC Pattern. The final part winds up with a conclusion and criticisms of design patterns with chapters on anti-patterns and memory leaks. By working through easy-to-follow examples, you will understand the concepts in depth and have a collection of programs to port over to your own projects.
Along the way, the author discusses the different creational, structural, and behavioral patterns and why such classifications are useful. In each of these chapters, there is a Q&A session that clears up any doubts and covers the pros and cons of each of these patterns.He finishes the book with FAQs that will help you consolidate your knowledge. This book presents the topic of design patterns in C# in such a way that anyone can grasp the idea.
C# Design Pattern Essentials Bevis Pdf Free
What You Will Learn
- Work with each of the design patterns
- Implement the design patterns in real-world applications
- Select an alternative to these patterns by comparing their pros and cons
- Use Visual Studio Community Edition 2017 to write code and generate output
Who This Book Is For
Software developers, software testers, and software architects.
C# Design Pattern Essentials Bevis Pdf Template
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.
A third form, .NET optimized, demonstrates design patterns that fully exploit built-in .NET features, such as, generics, delegates, reflection, and more. These and much more are available in our Dofactory .NET product. See the Singleton page for a .NET Optimized example.
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 |