Design patterns are solutions to software design problems you find again and again in real-world application development. Patterns are about reusable designs and interactions of objects.
To give you a head start, the C# source code for some pattern is provided in 2 forms:structural and real-world. Structural code uses type names as defined in the pattern definition and UML diagrams. Real-world code provides real-world programming situations where you may use these patterns.
A third form, .NET optimized, demonstrates design patterns that exploit built-in .NET 4.5 features, such as, generics, attributes, delegates, reflection, and more.
The 23 patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral (for a complete list see below).
Creational Patterns
Behavioral Patterns
Abstract Factory Design Pattern:- http://shekhartutorial.blogspot.in/2014/02/abstract-factory-design-pattern.html
Facade Design Pattern:- http://shekhartutorial.blogspot.in/2014/02/facade-design-pattern.html
Creational Patterns
- Abstract Factory :- Creates an instance of several families of classes
- Builder :- Separates object construction from its representation
- Factory Method :- Creates an instance of several derived classes
- Prototype :- A fully initialized instance to be copied or cloned
- Singleton :- A class of which only a single instance can exist
Structural Patterns
- Adapter :- Match interfaces of different classes
- Bridge :- Separates an object’s interface from its implementation
- Composite :- A tree structure of simple and composite objects
- Decorator :- Add responsibilities to objects dynamically
- Facade :- A single class that represents an entire subsystem
- Flyweight :- A fine-grained instance used for efficient sharing
- Proxy :- An object representing another object
Behavioral Patterns
- Chain of Resp :- A way of passing a request between a chain of objects
- Command :- Encapsulate a command request as an object
- Interpreter :- A way to include language elements in a program
- Iterator :- Sequentially access the elements of a collection
- Mediator :- Defines simplified communication between classes
- Memento :- Capture and restore an object's internal state
- Observer :- A way of notifying change to a number of classes
- State :- Alter an object's behavior when its state changes
- Strategy :- Encapsulates an algorithm inside a class
- Template Method :- Defer the exact steps of an algorithm to a subclass
- Visitor :- Defines a new operation to a class without change
Abstract Factory Design Pattern:- http://shekhartutorial.blogspot.in/2014/02/abstract-factory-design-pattern.html
Facade Design Pattern:- http://shekhartutorial.blogspot.in/2014/02/facade-design-pattern.html
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