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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 Bridge pattern

The Bridge pattern is a structural design pattern that lets you split a large class or set of closely related classes into two separate hierarchies: abstraction and implementation. Kitty and Phoebe set up a Kickstarter page to promote Bumble Bikes and gauge the interest on the market. Backers can preview and pre-order the Palo Duro Canyon Ranger, Bumble Bike’s flagship mountain bike design. The project has been well received, but the Kickstarter backers are complaining about the lack of color choices on the bikes. In the original design, the girls purposefully limited the color choices because they were using inheritance for almost everything. The problem with using inheritance is becoming a clear theme: it can lead to a run-away proliferation of classes, as seen in Figure 4.13. Can you imagine supporting 20 colors per bicycle model, and expanding to 20 models of bicycles? That’s a lot of subclasses!

Figure 4.13: Class proliferation...

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Real-World Implementation of C# Design Patterns
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