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

The second pass

Tom was excited the next morning. He was at the lab early and went straight to work refining the diagram. All totaled, he felt he could use five of the patterns Kitty and Phoebe used in the bicycle project, as follows:

  1. Creational patterns:
    1. Builder: Tom can leverage this pattern to handle the complicated object creation needed for a wheelchair class, including handling the composite and bridge implementations
    2. Singleton: Tom considers the builder class might be made into a singleton to save resource.
  2. Structural patterns:
    1. Composite: Tom will create a cost model similar to the one created for the bicycles, but this time it will be integrated directly into the structure of the wheelchair classes instead of being created separately.
    2. Bridge: As with the bicycles, Tom uses the bridge to vary complexity in the paint jobs and the wheelchair classes independently.
  3. Behavioral patterns:
    1. Command: The Command pattern will be used to bundle all the details needed to create...