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design-patterns

Implementing GOF design patterns in C#

1. Creational patterns

Creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation.

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

Object Pool

Avoid expensive acquisition and release of resources by recycling objects that are no longer in use

Prototype

A fully initialized instance to be copied or cloned

Singleton

A class of which only a single instance can exist

2. Structural Design Patterns

Structural Design Patterns are design patterns that ease the design by identifying a simple way to realize relationships between entities.

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

Private Class Data

Restricts accessor/mutator access

Proxy

An object representing another object

3. Behavioral Design Patterns

Behavioral design patternsare are design patterns that identify common communication patterns between objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this communication.

Chain of responsibility

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

Null Object

Designed to act as a default value of an object

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