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

Adding patterns

Tom feels pretty good about his first pass. He has enough to spark some serious discussion about how to structure the project. This is the objective of the first pass. Tom makes a quick list of all the patterns Kitty and Phoebe had used in the bicycle project, as follows:

  1. Creational patterns:
    1. Factory pattern
    2. Abstract Factory pattern
    3. Factory method
    4. Builder
    5. Object pool
    6. Singleton
  2. Structural patterns:
    1. Decorator
    2. Façade
    3. Composite
    4. Bridge
  3. Behavioral patterns:
    1. Command
    2. Iterator
    3. Observer
    4. Strategy

Tom begins to focus on the diagram and sets to thinking about the application of each pattern. One by one he looks for opportunities. Some of them are obvious. Some of them may not be needed. Tom’s diagram doesn’t currently include any changes to the bicycle factory’s robotics. For the most part, the robotics classes should not be tightly coupled to making bicycles. After a few hours of personal debate and much consideration, Tom is prepared to discuss...