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Editor's Note: Patterns Patterns Everywhere

Posted By:      Posted Date: August 21, 2010    Points: 0   Category :ASP.Net

As loyal readers of MSDN Magazine know, each month's Editor's Note starts out with a tepid, last-minute stab at humorous content. The formula's pretty tried-and-true by now, and you could probably fill in the details in your sleep.

MSDN Magazine March 2003

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Solidify Your C# Application Architecture with Design Patterns

design pattern can solve many problems by providing a framework for building an application. Design patterns, which make the design process cleaner and more efficient, are especially well-suited for use in C# development because it is an object-oriented language. Existing design patterns make good templates for your objects, allowing you to build software faster. This article describes several popular design patterns you can use in your own applications, including the singleton, the decorator, the composite, and the state classes, which can improve the extensibility of your applications and the reuse of your objects.

What Are Design Patterns and Do I Need Them?

Software professionals may be familiar with the term "Design Patterns," but many have no idea of where they come from and what they truly are. Consequently, some do not see the value and benefits design patterns bring to the software development process, especially in the areas of maintenance and code reuse.

Design Patterns for .NET

It is not the intent of the Design Pattern Series to focus on providing a theoretical knowledge dump of all there is to know about design patterns. There are many books that do that already. Instead, this series will focus on providing lots of practical examples. However, there will be some theory to help address important points concerning design patterns. I use the theory of design patterns mostly as a guide and instead make references to good design pattern books for more detail explanation.

Prototype Patterns in C#

The PROTOTYPE PATTERN comes under the classification of Creational Patterns. The creational patterns deals with the best way to create objects. This helps to copy or clone the existing objects to create new ones rather than creating from the scratch.

Prototype Pattern-Creational Patterns in C#

The Prototype Pattern approaches the creation of the objects that our client will use by cloning instances from prototypes as required. This achieves the general aim of decoupling the client from the objects that it will use, but also adds some advantages unique to the Prototype pattern.

Abstract Factory Pattern-Creational Patterns

The Factory pattern allowed us to decouple our client from an object which it uses. The Abstract Factory pattern extends this idea to manage separate families of objects.

A runtime selection, or configuration option, in our client could decide which family of objects is to be used. The Abstract Factory pattern allows us to write generic code to instantiate and use the family objects regardless of which family is chosen at runtime. The pattern also helps us enforce a rule where objects from just the chosen family are used uniformly by the client.

GOF Creational Design Patterns with C#

The GOF design patterns help address the following challenges :

design ready to accommodate change & growth

design flexible systems which come ready to handle reconfiguration and run time tailoring

code in manner to facilitate reuse during the development and extension phases ... ie. both external and internal reuse, so that we are rewarded by efficiencies as the project progresses, coming from investments made earlier in the project.

implement change in a way that doesn't overly shorten the system's useful lifespan

Singleton Pattern-Creational Patterns

The Singleton pattern is a specialist creational pattern as it's primary focus is to facilitate a single shared instance of our object rather than to decouple our client from the object's implementation as with the other creational patterns.

Design Patterns - Using the State Pattern in C#

What is the State Pattern?

The State Pattern is a behavioral pattern that can be used to alter the behavior of an object at run time. As the state of an object changes, the functionality of the object can change drastically. This change of behavior is hidden from the Client and the Client interfaces with a wrapper object known as the Context. The State Pattern is a dynamic version of the Strategy Pattern.

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