Design Patterns in C#
Design Patterns in C#
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Design Patterns in C#

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Completed on 2018-09-20

About the Book

This book provides a modern, comprehensive overview of design pattern implementations for the .NET ecosystem using the C# programming language. The book covers every single pattern from the Gang of Four and a few extras such as enterprise and functional design patterns.

About the Author

Dmitri Nesteruk
Dmitri Nesteruk

Dmitri Nesteruk is a developer, speaker, podcaster and a technologist. His interests lie in software development and integration practices in the areas of computation, quantitative finance and algorithmic trading. He is an instructor of an entry-level course in Quantitative Finance. His technological interests include C#, F# and C++ programming as well high-performance computing using technologies such as CUDA. He has been a C# MVP since 2009.

Table of Contents

    • Introduction
      • Preliminaries
      • The SOLID Design Principles
      • Single Responsibility Principle
      • Open-Closed Principle
      • Liskov Substitution Principle
      • Interface Segregation Principle
      • Dependency Inversion Principle
      • Time for Patterns!
  • Creational Patterns
    • Builder
      • Scenario
      • Simple Builder
      • Fluent Builder
      • Communicating Intent
      • Composite Builder
      • Builder Parameter
      • Fluent Interface Inheritance
      • Summary
    • Factories
      • Scenario
      • Factory Method
      • Factory
      • Inner Factory
      • Abstract Factory
      • Summary
    • Prototype
      • Deep vs. Shallow Copying
      • ICloneable is Bad
      • Deep Copying with a Special Interface
      • Deep Copying Objects
      • Duplication via Copy Construction
      • Serialization
      • Prototype Factory
      • Summary
    • Singleton
      • Singleton by Convention
      • Classic Implementation
      • The Trouble with Singleton
      • Singletons and Inversion of Control
      • Monostate
      • Summary
  • Structural Patterns
    • Adapter
      • Scenario
      • Adapter
      • Adapter Temporaries
      • The Problem with Hashing
      • Property Adapter (Surrogate)
      • Adapters in the .NET Framework
      • Summary
    • Bridge
      • Conventional Bridge
      • Dynamic Prototyping Bridge
      • Summary
    • Composite
      • Grouping Graphic Objects
      • Neural Networks
      • Shrink Wrapping the Composite
      • Summary
    • Decorator
      • Custom String Builder
      • Adapter-Decorator
      • Multiple Inheritance
      • Dynamic Decorator Composition
      • Static Decorator
      • Summary
    • Façade
      • Building a Trading Terminal
      • An Advanced Terminal
      • Where’s the Façade?
      • Summary
    • Flyweight
      • User Names
      • Text Formatting
      • Summary
    • Proxy
      • Protection Proxy
      • Property Proxy
      • Virtual Proxy
      • Communication Proxy
      • Summary
  • Behavioral Patterns
    • Chain of Responsibility
      • Scenario
      • Method Chain
      • Broker Chain
      • Summary
    • Command
      • Scenario
      • Implementing the Command Pattern
      • Undo Operations
      • Composite Commands (a.k.a. Macros)
      • Queries and Command Query Separation
      • Summary
    • Interpreter
      • Numeric Expression Evaluator
      • Summary
    • Iterator
      • Array-Backed Properties
      • Let’s Make an Iterator
      • Improved Iteration
      • Summary
    • Mediator
      • Chat Room
      • Mediator with Events
      • Summary
    • Memento
      • Bank Account
      • Undo and Redo
      • Summary
    • Null Object
      • Scenario
      • Intrusive Approach
      • Null Object
      • Design Improvements
      • Null Object Virtual Proxy
      • Dynamic Null Object
      • Summary
    • Observer
      • Weak Event Pattern
      • Property Observers
      • Dependency Problems
      • Event Streams
      • Observable Collections
      • Declarative Subscriptions
      • Summary
    • State
      • State Driven State Transitions
      • Handmade State Machine
      • State Machines with Stateless
      • Summary
    • Strategy
      • Dynamic Strategy
      • Static Strategy
      • Summary
    • Template Method
      • Game Simulation
      • Summary
    • Visitor
      • Intrusive Visitor
      • Reflective Printer
      • WTH is Dispatch?
      • Dynamic Visitor
      • Classic Visitor
      • Acyclic Visitor
      • Summary
  • Notes

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