Design patterns, DOT NET Programming

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What are design patterns?

The Design patterns are recurring solution to the recurring problems in the software architecture. There are 3 basic classification of patterns Behavioral patterns,Creational, and Structural   patterns.

Creational Patterns:

  • Abstract Factory:- This Creates an instance of the several families of classes.
  • Builder :- It Separates object construction from its representation.
  • Factory Method:- It Creates an instance of the several derived classes.
  • Prototype:- The fully initialized instance to be cloned or copied.
  • Singleton:- The class in which only a single instance can be exist.

Structural Patterns:

  • Adapter:-In this interfaces of different classes are matched.
  • Bridge:-It Separates an object's interface from its implementation.
  • Composite:-A tree structure of the simple and composite objects.
  • Decorator :-It Add authorities to the objects dynamically.
  • Façade:-The single class which represents the whole subsystem.
  • Flyweight:-It is a fine-grained instance used for effective sharing.
  • Proxy:- The object representing the other object.

Behavioral Patterns:

  • Mediator:-It Defines the simplified communication between classes.
  • Memento:-It Captures & restore an object's internal state.
  • Interpreter:-A way to include the language elements in the program.
  • Strategy:-It Encapsulates the algorithm inside a class.
  • Observer:-A way of notifying change to a no. of classes.
  • Template Method:-Defer the exact points of an algorithm to a subclass.
  • Visitor:-It Defines a new operation to a class without change.
  • Iterator:-It Sequentially access the elements of a collection.
  • Chain of Resp:-A way of passing a request b/w a chain of objects.
  • Command:-It Encapsulate a command request as an object.
  • State:-whenever its state changes alter an object's behavior.

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