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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
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Part 3: Designing New Projects Using Patterns

Having learned about some patterns, let’s take a look at the design process. So far, we’ve been making things up as we go along. How much easier would things be, and how many problems could we avoid, if we took a step back first and designed our project with patterns and UML instead of diving into the code? This section works through a new project from this perspective. We will design the new project purely as a set of diagrams first in Chapter 6, Step Away from the IDE! Designing with Patterns Before you Code. Then, we will implement the project in Chapter 7, Nothing Left but the Typing: Implementing the Wheelchair Project. The final chapter wraps up the book and aims to show you there are more patterns out there. In fact, they’re everywhere! There are development patterns beyond the usual Gang of Four sets and even more beyond the realm of Object-Oriented Programming (OOP). You’ll even learn the documentation...

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