Software design patterns are general reusable solutions to problems which occur over and over again in object-oriented design enviroment.it is template how to solve the problem. We can classify them by purpose into creational (abstract the instantiation process), structure (how classes and objects are composed to form larger structures) and behavioral patterns (the assignment of responsibilities between objects).
- Abstract Factory, families of product objects
- Builder, how a composite object gets created
- Factory Method, subclass of object that is instantiated
- Prototype, class of object that is instantiated
- Singleton, the sole instance of a class
- Adapter, interface to an object
- Bridge, implementation of an object
- Composite, structure and composition of an object
- Decorator, responsibilities of an object without subclassing
- Facade, interface to a subsystem
- Flyweight, storage costs of objects
- Proxy, how an object is accessed (its location)
- Chain of Responsibility, object that can fulfill a request
- Command, when and how a request is fulfilled
- Iterator, how an aggregate's elements are accessed
- Mediator, how and which objects interact with each other
- Memento, what private information is stored outside an object, and when
- Observer, how the dependent objects stay up to date
- State, states of an object
- Strategy, an algorithm
- Template Method, steps of an algorithm
- Visitor, operations that can be applied to objects without changing their classes
In my repository you can find implementation of design patterns in C# language on .NET
Design patterns in this repository are based on