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Real-World Implementation of C# Design Patterns

Real-World Implementation of C# Design Patterns

By : Bruce M. Van Horn II
4 (8)
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Real-World Implementation of C# Design Patterns

Real-World Implementation of C# Design Patterns

4 (8)
By: Bruce M. Van Horn II

Overview of this book

As a software developer, you need to learn new languages and simultaneously get familiarized with the programming paradigms and methods of leveraging patterns, as both a communications tool and an advantage when designing well-written, easy-to-maintain code. Design patterns, being a collection of best practices, provide the necessary wisdom to help you overcome common sets of challenges in object-oriented design and programming. This practical guide to design patterns helps C# developers put their programming knowledge to work. The book takes a hands-on approach to introducing patterns and anti-patterns, elaborating on 14 patterns along with their real-world implementations. Throughout the book, you'll understand the implementation of each pattern, as well as find out how to successfully implement those patterns in C# code within the context of a real-world project. By the end of this design patterns book, you’ll be able to recognize situations that tempt you to reinvent the wheel, and quickly avoid the time and cost associated with solving common and well-understood problems with battle-tested design patterns.
Table of Contents (16 chapters)
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1
Part 1: Introduction to Patterns (Pasta) and Antipatterns (Antipasta)
4
Part 2: Patterns You Need in the Real World
8
Part 3: Designing New Projects Using Patterns

The Builder pattern

Phoebe finishes her implementation of the Abstract Factory and goes back to designing more on the robotics for the bicycle factory. How many times have you thought some job or project was simple, only to find out that once you got into the thick of working on it, things involved more than you realized?

Phoebe and Kitty are new to engineering, design, and software development. Phoebe’s unique understanding of the design problems surrounding building an automated factory solidifies over time. She realizes that building a bicycle is more complicated than she had first realized. The sisters built their prototypes by hand. They were able to use wood for the frames and off-the-shelf parts for everything else. They are now committed to making their own frames and handlebars using a lightweight aluminum alloy.

Phoebe realizes the frame is the hard part. The other components, such as the wheels, brakes, and drivetrain, as well as the handlebars, could easily...

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Real-World Implementation of C# Design Patterns
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