Design Patterns with C# is a repository that intends to give a basic example for Creational, Structural and Behavioral Patterns using C# console applications. This repository is ispired by the web application named Refactoring.Guru of Mr. Alexander Shvets.
I. Creational - Creational patterns provide various object creation mechanisms, which increase flexibility and reuse of existing code.
- Factory Method - Provides an interface for creating objects in a superclass, but allows subclasses to alter the type of objects that will be created.
- Abstract Factory - Lets you produce families of related objects without specifying their concrete classes.
- Builder - Lets you construct complex objects step by step. The pattern allows you to produce different types and representations of an object using the same construction code.
- Prototype - Lets you copy existing objects without making your code dependent on their classes.
- Singleton - Lets you ensure that a class has only one instance, while providing a global access point to this instance.
II. Structural - Structural patterns explain how to assemble objects and classes into larger structures while keeping these structures flexible and efficient.
- Adapter - Allows objects with incompatible interfaces to collaborate.
- Bridge - Lets you split a large class or a set of closely related classes into two separate hierarchies—abstraction and implementation—which can be developed independently of each other.
- Composite - Lets you compose objects into tree structures and then work with these structures as if they were individual objects.
- Decorator - Lets you attach new behaviors to objects by placing these objects inside special wrapper objects that contain the behaviors.
- Facade - Provides a simplified interface to a library, a framework, or any other complex set of classes.
- Flyweight - Lets you fit more objects into the available amount of RAM by sharing common parts of state between multiple objects instead of keeping all of the data in each object.
- Lets you provide a substitute or placeholder for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.
III. Behavioral - Behavioral design patterns are concerned with algorithms and the assignment of responsibilities between objects.
- Chain of Responsibility - Lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.