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Design Patterns

Simple repository containing one simple example for all existing patterns in C#.

Creational

Patterns that flexibly create and instantiate objects for you.

  • Abstract factory groups object factories that have a common theme.
  • Builder constructs complex objects by separating construction and representation.
  • Factory method creates objects without specifying the exact class to create.
  • Prototype creates objects by cloning an existing object.
  • Singleton restricts object creation for a class to only one instance.

Structural

Patterns that define ways to compose objects to obtain new functionality.

  • Adapter allows classes with incompatible interfaces to work together.
  • Bridge decouples an abstraction from its implementation so that the two can vary independently.
  • Composite composes zero-or-more similar objects so that they can be manipulated as one object.
  • Decorator dynamically adds/overrides behaviour in an existing method of an object.
  • Facade provides a simplified interface to a large body of code.
  • Flyweight reduces the cost of creating and manipulating a large number of similar objects.
  • Private Class Data restricts exposure of accessor/mutator by limiting their visibility.
  • Proxy provides a placeholder for another object to control access, reduce cost, and reduce complexity.

Behavioral

Patterns that specifically concern the communication between objects.

  • Chain of responsibility delegates commands to a chain of processing objects.
  • Command creates objects which encapsulate actions and parameters.
  • Interpreter implements a specialized language.
  • Iterator accesses the elements of an object sequentially without exposing its underlying representation.
  • Mediator allows loose coupling between classes by being the only class that has detailed knowledge of their methods.
  • Memento provides the ability to restore an object to its previous state (undo).
  • Observer is a publish/subscribe pattern which allows a number of observer objects to see an event.
  • State allows an object to alter its behavior when its internal state changes.
  • Strategy allows one of a family of algorithms to be selected on-the-fly at runtime.
  • Template method defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.
  • Visitor separates an algorithm from an object structure by moving the hierarchy of methods into one object.

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