C# Design Patterns
This page contains information on design patterns pertaining to C#.
Design Patterns
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Design patterns provide general solutions or a flexible way to solve common design problems in software development. They are reusable templates or descriptions of how to solve problems that occur repeatedly in real-world applications. Letβs explore some key points about design patterns in the context of C#:
What Are Design Patterns?
Design patterns are reusable solutions to common software design problems. They guide developers in creating well-structured, maintainable, and efficient code. A pattern describes a problem that occurs repeatedly and provides a core solution that can be applied in various situations.
Gang of Four (GoF) Design Patterns:
The Gang of Four (GoF) authors introduced 23 design patterns in their book βDesign Patterns: Elements of Reusable Object-Oriented Software.β These patterns are grouped into three main categories:
Creational Design Patterns:
Deal with object creation and instantiation.
Structural Design Patterns:
Focus on composing classes and objects.
Behavioral Design Patterns:
Address communication and collaboration between objects.
Creational Design Patterns (C# Examples):
These patterns provide ways to instantiate objects while separating them from the implementing system.
Here are five important creational design patterns:
Abstract Factory:
Creates related objects or dependent object families.
Factory Method:
Defines an interface for creating objects, allowing subclasses to decide which class to instantiate.
Builder:
Separates the construction of a complex object from its representation.
Prototype:
Creates new objects by copying an existing one.
Singleton:
Ensures a class has only one instance and provides a global point of access.
Real-World Application:
Imagine building a game where you need to create different types of characters (e.g., warriors, mages, archers). You can use the Abstract Factory pattern to create character factories for each type. The Factory Method pattern allows subclasses (e.g., WarriorFactory, MageFactory) to decide which character class to instantiate.
The Singleton pattern ensures that certain game components (e.g., game manager, score tracker) have a single instance throughout the game.Remember, understanding design patterns and applying them to specific problems is essential for effective software development. Explore these patterns, practice using them, and enhance your coding skills! πππ For more in-depth examples and UML diagrams, you can refer to resources like C# Corner or Udemy