Design Patterns in C#
The data & object factory folks have a pretty cool list of design patterns all in C#. It looks like a comprehensive list drawn from the Gang of Four book.
Cool!
The actual source for each pattern is located here. Would it be naughty of me to just paste the whole thing..? for the actual links you'll need to go to their site though :)
Creational Patterns | |
Abstract Factory | Creates an instance of several families of classes |
Builder | Separates object construction from its representation |
Factory Method | Creates an instance of several derived classes |
Prototype | A fully initialized instance to be copied or cloned |
Singleton | A class of which only a single instance can exist |
Structural Patterns | |
Adapter | Match interfaces of different classes |
Bridge | Separates an object’s interface from its implementation |
Composite | A tree structure of simple and composite objects |
Decorator | Add responsibilities to objects dynamically |
Façade | A single class that represents an entire subsystem |
Flyweight | A fine-grained instance used for efficient sharing |
Proxy | An object representing another object |
Behavioral Patterns | |
Chain of Resp. | A way of passing a request between a chain of objects |
Command | Encapsulate a command request as an object |
Interpreter | A way to include language elements in a program |
Iterator | Sequentially access the elements of a collection |
Mediator | Defines simplified communication between classes |
Memento | Capture and restore an object's internal state |
Observer | A way of notifying change to a number of classes |
State | Alter an object's behavior when its state changes |
Strategy | Encapsulates an algorithm inside a class |
Template Method | Defer the exact steps of an algorithm to a subclass |
Visitor | Defines a new operation to a class without change |