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

Connectors

In business, one of the most important factors to success is the relationships between the people you work with. The same can be said of a system of classes, interfaces, enumerations, and packages. In addition to the structures in a class diagram, the diagrams perhaps more importantly express the relationships between the structures, using a standardized set of lines and symbols. These lines connect structures together. Let’s look at the relationships expressed in UML class diagrams.

Inheritance

Inheritance between two classes is presented with a solid line with an open triangular arrow on one end. For example, if I have a class called Person, and another class called Student that inherits from Person, the diagram would look like Figure A2.10.

Figure A2.10: Inheritance is represented with a solid line with an empty triangular arrow pointing to the based class.

The arrow should point from the inheriting class to the base class. You are...