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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

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803242736
Length 442 pages
Edition 1st Edition
Languages
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Author (1):
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Bruce M. Van Horn II Bruce M. Van Horn II
Author Profile Icon Bruce M. Van Horn II
Bruce M. Van Horn II
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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)

The second pass

Tom was excited the next morning. He was at the lab early and went straight to work refining the diagram. All totaled, he felt he could use five of the patterns Kitty and Phoebe used in the bicycle project, as follows:

  1. Creational patterns:
    1. Builder: Tom can leverage this pattern to handle the complicated object creation needed for a wheelchair class, including handling the composite and bridge implementations
    2. Singleton: Tom considers the builder class might be made into a singleton to save resource.
  2. Structural patterns:
    1. Composite: Tom will create a cost model similar to the one created for the bicycles, but this time it will be integrated directly into the structure of the wheelchair classes instead of being created separately.
    2. Bridge: As with the bicycles, Tom uses the bridge to vary complexity in the paint jobs and the wheelchair classes independently.
  3. Behavioral patterns:
    1. Command: The Command pattern will be used to bundle all the details needed to create...
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