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#1 Đã gửi : 16/03/2015 lúc 08:39:38(UTC)
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.NET Design Paterns :

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.

Classification of Patterns

They are categorized in three groups: Creational, Structural, and Behavioral .

1. Creational Patterns:

  • Deal with initializing and configuring classes and objects.
  • How am I going to create my objects?

2. Structural Patterns

  • Deal with decoupling the interface and implementation of classes and objects.
  • How classes and objects are composed to build larger structures.

3. Behavioral Patterns

  • Deal with dynamic interactions among societies of classes and objects.
  • How to manage complex control flows (communications).

Design Pattern catalog

   Scope   

   

Purpose

Creational

Structural

Behavioral

Class

Factory Method

Adapter

Interpreter

Object

Abstract Factory

Builder

Prototype

Singleton

Adapter

Bridge

Composite

Decorator

Facade

Flyweight

Proxy

Chain of Responsibility

Command

Iterator

Mediator

Observer

State

Strategy

Visitor

To give you a head start, the C# source code for each 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.

Creational Patterns
  Abstract FactoryCreates an instance of several families of classes
  BuilderSeparates object construction from its representation
  Factory MethodCreates an instance of several derived classes
  PrototypeA fully initialized instance to be copied or cloned
  SingletonA class of which only a single instance can exist

Structural Patterns
  AdapterMatch interfaces of different classes
  BridgeSeparates an object’s interface from its implementation
  CompositeA tree structure of simple and composite objects
  DecoratorAdd responsibilities to objects dynamically
  FacadeA single class that represents an entire subsystem
  FlyweightA fine-grained instance used for efficient sharing
  ProxyAn object representing another object

Behavioral Patterns
  Chain of Resp.A way of passing a request between a chain of objects
  CommandEncapsulate a command request as an object
  InterpreterA way to include language elements in a program
  IteratorSequentially access the elements of a collection
  MediatorDefines simplified communication between classes
  MementoCapture and restore an object's internal state
  ObserverA way of notifying change to a number of classes
  StateAlter an object's behavior when its state changes
  StrategyEncapsulates an algorithm inside a class
  Template MethodDefer the exact steps of an algorithm to a subclass
  VisitorDefines a new operation to a class without change

Sửa nội dung bởi người viết 01/10/2019 lúc 12:28:01(UTC)  | Lý do: Chưa rõ

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