Design Patterns In . NET

A comprehensive guide that takes you on a journey through the world of design patterns in .NET, empowering you to create software that is not only robust and efficient but also maintainable, scalable, and testable.

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Bibliographic Details
Online Access: Full Text (via Skillsoft)
Main Author: Yaroshenko, Timur
Format: eBook
Language:English
Published: Delhi : BPB Publications, 2024.
Table of Contents:
  • Intro
  • Cover
  • Title Page
  • Copyright Page
  • Dedication Page
  • About the Author
  • About the Reviewer
  • Acknowledgement
  • Preface
  • Table of Contents
  • 1. Main OOP Standpoints
  • Introduction
  • Structure
  • Objectives
  • Inheritance
  • Polymorphism
  • Encapsulation
  • Main OOP standpoints in .NET
  • Interfaces
  • Abstract classes
  • Generics
  • Extension methods
  • Partial classes
  • Conclusion
  • 2. Creational Design Patterns: Factory, and Builder
  • Introduction
  • Structure
  • Objectives
  • Factory
  • Designing the processing pipeline
  • Code
  • Abstract Factory
  • Designing the processing event hub
  • Code
  • Builder
  • Designing the processing event hub
  • Code
  • Synergy of the patterns
  • Code
  • Conclusion
  • 3. Creational Design Patterns: Singleton and Prototype
  • Introduction
  • Structure
  • Objectives
  • Singleton
  • Designing the configuration provider
  • Design
  • Code
  • Prototype
  • Designing a cloneable pipeline
  • Code
  • Synergy of the patterns
  • Adjusting the processing engine
  • Code
  • Conclusion
  • 4. Structural Design Patterns: Adapter, Composite, and Flyweight
  • Introduction
  • Structure
  • Objectives
  • Adapter
  • Design interface to the outside world
  • Code
  • Composite
  • Design bulk processing pipeline
  • Code
  • Flyweight
  • Sharing a common state
  • Code
  • Adjusting the processing engine
  • Code
  • Conclusion
  • 5. Structural Design Patterns: Object Composition
  • Introduction
  • Structure
  • Objectives
  • Proxy
  • Design the interface to outside world
  • Code
  • Facade
  • Code
  • Bridge
  • Ease of changes
  • Code
  • Decorator
  • Making functionality modular
  • Code
  • Synergy of the patterns
  • Adjusting the processing pipeline
  • Code
  • Conclusion
  • 6. Object Behavioral Design Patterns
  • Introduction
  • Structure
  • Objectives
  • Template method
  • Simplify pipelines creation and design
  • Code
  • Strategy
  • Functionality split
  • Code
  • Chain of responsibility
  • Modularizing the pipeline
  • Code
  • Synergy of the patterns
  • Conclusion
  • 7. Behavioral Design Patterns: Observer, Visitor, and State
  • Introduction
  • Structure
  • Objectives
  • Observer
  • System notifications mechanism
  • Code
  • Visitor
  • Collecting processing information
  • Code
  • State
  • Designing stateful system
  • Code
  • Conclusion
  • 8. Behavioral Design Patterns: Mediator and Command
  • Introduction
  • Structure
  • Objectives
  • Mediator
  • Making a communication bus
  • Code
  • Command
  • Code
  • Conclusion
  • 9. Behavioral Design Patterns: Interpreter, Iterator, and Memento
  • Introduction
  • Structure
  • Objectives
  • Interpreter
  • Language is a key
  • Code
  • Iterator
  • Implementing the Enumeration concept
  • Code
  • Memorizing events
  • Code
  • Conclusion
  • 10. The SOLID Principles
  • Introduction
  • Structure
  • Objectives
  • What are these principles for
  • Brief description of principles
  • Single Responsibility Principle
  • Open/Closed Principle
  • Liskov Substitution Principle