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

Interfaces

An interface defines all or part of the structure a class must take by defining the public method signatures and properties that must be present in the class. This is a powerful tool that allows you to create a specification for an object’s behavior. The power of interfaces is multiplied by the fact that you are not limited to implementing a single interface versus using subclassing where you are only allowed a single parent.

Interfaces serve to loosely define behavior or type. Here’s a shout-out to all the Unity 3D developers in the crowd: imagine creating a video game where the player battles zombies and ancient creatures conjured by the imagination of H.P. Lovecraft – oh, and cats because cats are scary. Each monster could have its own class. You could create an interface to define behaviors such as fighting, running, eating humans, and more. Such a video game might look like Figure A1.9:

Figure A1.9: A terrible video game...