Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Real-World Implementation of C# Design Patterns

You're reading from   Real-World Implementation of C# Design Patterns Overcome daily programming challenges using elements of reusable object-oriented software

Arrow left icon
Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803242736
Length 442 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Bruce M. Van Horn II Bruce M. Van Horn II
Author Profile Icon Bruce M. Van Horn II
Bruce M. Van Horn II
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Introduction to Patterns (Pasta) and Antipatterns (Antipasta)
2. Chapter 1: There’s a Big Ball of Mud on Your Plate of Spaghetti FREE CHAPTER 3. Chapter 2: Prepping for Practical Real-World Applications of Patterns in C# 4. Part 2: Patterns You Need in the Real World
5. Chapter 3: Getting Creative with Creational Patterns 6. Chapter 4: Fortify Your Code With Structural Patterns 7. Chapter 5: Wrangling Problem Code by Applying Behavioral Patterns 8. Part 3: Designing New Projects Using Patterns
9. Chapter 6: Step Away from the IDE! Designing with Patterns Before You Code 10. Chapter 7: Nothing Left but the Typing – Implementing the Wheelchair Project 11. Chapter 8: Now You Know Some Patterns, What Next? 12. Index 13. Other Books You May Enjoy Appendix 1: A Brief Review of OOP Principles in C# 1. Appendix 2: A Primer on the Unified Modeling Language (UML)

Adding patterns

Tom feels pretty good about his first pass. He has enough to spark some serious discussion about how to structure the project. This is the objective of the first pass. Tom makes a quick list of all the patterns Kitty and Phoebe had used in the bicycle project, as follows:

  1. Creational patterns:
    1. Factory pattern
    2. Abstract Factory pattern
    3. Factory method
    4. Builder
    5. Object pool
    6. Singleton
  2. Structural patterns:
    1. Decorator
    2. Façade
    3. Composite
    4. Bridge
  3. Behavioral patterns:
    1. Command
    2. Iterator
    3. Observer
    4. Strategy

Tom begins to focus on the diagram and sets to thinking about the application of each pattern. One by one he looks for opportunities. Some of them are obvious. Some of them may not be needed. Tom’s diagram doesn’t currently include any changes to the bicycle factory’s robotics. For the most part, the robotics classes should not be tightly coupled to making bicycles. After a few hours of personal debate and much consideration, Tom is prepared to discuss...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image