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C# Design Patterns | Design Pattern Tutorial For Beginners | C# Programming Tuto

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C# Design Patterns | Design Pattern Tutorial For Beginners | C# Programming Tuto

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  1. Agenda

  2. Agenda What is Design Pattern? 01 01 Types of Design Pattern 02 Creational Design Pattern 03 Structural Design Patterns 04 Behavioral Design Patterns 05 Conclusion 06

  3. Click here to watch the video

  4. What is Design Pattern?

  5. What is Design Pattern? Design Patterns are a reusable solution to typical software design issues that arise frequently in real-world application development. Patterns are employed by developers to tackle challenges in their individual designs. Understanding design patterns is more important than memorizing their classes, methods, and attributes. Individual needs and difficulties influence pattern selection and usage among numerous design patterns.

  6. Types of Design Pattern

  7. Types of Design Pattern

  8. Creational Design Pattern

  9. Creational Design Pattern Abstract Factory Builder Factory Method Singleton Prototype

  10. Creational Design Pattern 01 Abstract Factory The Abstract Factory design pattern allows you to create families of linked items without having to declare their classes.

  11. Creational Design Pattern 02 Builder Builder is a design pattern that allows you to build complicated objects in stages. • The pattern enables you to create many types and representations of an object while using the same creation code.

  12. Creational Design Pattern 03 Factory Method A Factory Method is a creational design pattern that provides an interface for creating objects in a superclass while allowing subclasses to choose the type of objects created.

  13. Creational Design Pattern 04 Prototype Prototype is a design pattern that allows you to imitate existing objects without making your code reliant on their classes. The Prototype pattern provides a basic interface for working with all objects that permit cloning to the client code.

  14. Creational Design Pattern 05 Singleton The singleton design pattern ensures that a class has only one instance While also giving a global access point to that instance.

  15. Structural Design Patterns

  16. Structural Design Patterns Composite Decorator Adapter Bridge Flyweight Proxy Facade

  17. Structural Design Patterns 01 The adapter design pattern is a structural design pattern that allows items with conflicting interfaces to work with one another. Adapter Use this technique to reuse many existing subclasses that lack common functionality that cannot be added to the superclass.

  18. Structural Design Patterns 02 Bridge is a structural design pattern that allows you to split a large class or a collection of related classes into two independent hierarchies. Bridge • Abstraction • Implementation

  19. Structural Design Patterns 03 Composite is a structural design pattern that enables you to organize parts into tree structures and manipulate them independently of one another. Composite • The Composite pattern provides two basic element kinds with a shared interface • Simple leaves • complex containers

  20. Structural Design Patterns 04 Decorator is a structural design pattern that allows you to add additional behaviors to objects by wrapping them in special wrapper objects. Decorator Use the Decorator technique to add extra behaviors to objects without disrupting the code that utilizes them.

  21. Structural Design Patterns 05 Facade Facade is a structural design pattern that simplifies complex library, framework, or class interfaces. When you require a simple but limited interface to a complicated subsystem, use the Facade pattern.

  22. Structural Design Patterns 06 Flyweight is a structural design approach that allows you to fit more items into RAM by exchanging state between objects instead of holding it all in one. Flyweight Flyweight teaches how to construct lots of little objects, while Facade shows how to make one big one.

  23. Structural Design Patterns 07 Proxy is a structural design technique that enables you substitute an item. Proxy A proxy controls access to the source object, allowing you to do actions before or after the request.

  24. Behavioural Design Patterns

  25. Behavioural Design Patterns Chain of Responsibility Iterator Memento State Command Mediator Template Method

  26. Behavioural Design Patterns Observer Strategy Visitor

  27. Behavioural Design Patterns 01 A behavioral design pattern called Chain of Responsibility allows you to pass requests along a chain of handlers. Chain of Responsibility When a request is received, each handler determines whether to process it or send it on to the next handler in the chain.

  28. Behavioural Design Patterns 02 Iterator is a behavioral design pattern that allows you to traverse components of a collection without revealing the representation below (list, stack, tree, etc.) Iterator Iterators can be used to traverse Composite trees.

  29. Behavioural Design Patterns 03 Memento is a behavioral design pattern that saves and restores an object's prior state without revealing its implementation. Memento When you need to take pictures of an object's state in order to restore it to a previous state, use the Memento pattern.

  30. Behavioural Design Patterns 04 State is a behavioral design pattern that allows an entity to change its behavior in response to changes in its internal state. State It appears that the object's class has changed.

  31. Behavioural Design Patterns 05 Template Method is a behavioral design that lets subclasses alter steps of an algorithm without changing its structure. Template We use the Template Method to allow customers extend specific steps of an algorithm, not the entire method or its structure.

  32. Behavioural Design Patterns 06 Command is a behavioral design pattern that turns a request into a standalone object. Command This transformation supports unachievable operations and passing requests as method arguments.

  33. Behavioural Design Patterns 07 Mediator Mediator is a behavioral design pattern that reduces object dependencies. To collaborate, the objects must first communicate through a mediator object.

  34. Behavioural Design Patterns 08 Observer is a behavioral design pattern that allows you to establish a subscription mechanism to alert numerous objects about any events that occur to the item being observed. Observer When some objects in your app must monitor others for a limited time or in specific circumstances, use the pattern.

  35. Behavioural Design Patterns 09 Strategy is a behavioral design pattern that allows you to construct a family of algorithms, classify them, and make their objects interchangeable. Strategy When you have a bunch of similar classes that just differ in how they perform some behavior, use the Strategy.

  36. Behavioural Design Patterns 10 The Visitor pattern is a behavioral design pattern that allows you to decouple algorithms from the objects they act on. Visitor When you need to perform an operation on all elements of a complicated object structure, use the Visitor.

  37. Conclusion

  38. Conclusion Abstract Factory classes are frequently based on a set of Factory Methods, although the methods on these classes can also be composed using Prototype.

  39. Conclusion To reduce RAM, you can use Flyweights to construct shared Composite tree leaf nodes.

  40. Conclusion You can treat Visitor as a powerful version of the Command pattern. Its objects can execute operations over various objects of different classes.

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