Book Image

Real-World Implementation of C# Design Patterns

By : Bruce M. Van Horn II
5 (3)
Book Image

Real-World Implementation of C# Design Patterns

5 (3)
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)
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

Summary

In this chapter, we presented one idiom, the simple factory, and four patterns – the Factory Method pattern, the Abstract Factory pattern, the Object Pool pattern, and the Singleton pattern.

All of these patterns are classified as Creational patterns. This means they govern the creation of objects by encapsulating the creation logic in a structure that is more flexible than using strictly concrete objects with the new keyword.

The Factory Method pattern is what most people think of when they hear “factory pattern.” Using it entails abstracting creation logic into a factory class called a creator. The creator object is defined by an interface to maximize flexibility. We also create an interface for the objects the factory is producing. We call this the product. Each factory creator class is responsible for a subset of all the products in your program.

The Abstract Factory pattern involves creating families of objects that organically go together...