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 Builder pattern

Tom wasted no time getting into the weeds. “We talked about the possibilities of using the Builder pattern. I think it’s going to work really well,” Tom said.

Deftly moving the pointer around the screen with his big toe, he added the classes needed to implement the Builder pattern. You can see the result here:

Figure 6.17: Tom has added the structures required for the Builder pattern

We covered the parts of the pattern in detail in Chapter 3, Getting Creative with Creational Patterns, but let’s quickly review this:

  1. The builder is defined by an interface or an abstract class. Here, that will be IWheelchairBuilder.
  2. The builder is controlled directly by a WheelchairBuilderDirector class that contains a private instance of the builder interface. All the work is done by the director.
  3. Concrete instances of builders are defined for each product. In this case, each wheelchair model gets its own builder...