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0. C# Design Patterns

Ercan Polat edited this page Jan 11, 2019 · 1 revision

1. 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

2. 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
  • Facade A single class that represents an entire subsystem
  • Flyweight A fine-grained instance used for efficient sharing
  • Proxy An object representing another object

3. 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
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