DesignPatterns
                                
                                
                                
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                        The project includes examples of implementation of Design Patterns by GOF using C# and UML diagrams
Design Patterns
  
The project includes examples of implementation of Design Patterns by GOF using C# and UML diagrams
Design Patterns can be classified into three categories namely - Creational patterns - Structural patterns - Behavioral patterns
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are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation.
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creational patterns consists of five design patterns
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Abstract factory - which provides an interface for creating related or dependent objects without specifying the objects' concrete classes
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Builder - separate the construction of a complex object from its representation so that the same construction process can create different representations
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Factory method - centralize creation of an object of a specific type choosing one of several implementations
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Singleton - restrict instantiation of a class to one object
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Prototype - used when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects
 
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are design patterns that ease the design by identifying a simple way to realize relationships between entities.
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examples of structural design patters includes the following
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Adapter - match interfaces of different classes or 'adapts' one interface for a class into one that a client expects
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Bridge - decouple an abstraction from its implementation so that the two can vary independently
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Composite - a tree structure of objects where every object has the same interface
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Decorator - add additional functionality to a class at runtime where subclassing would result in an exponential rise of new classes
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Facade - create a simplified interface of an existing interface to ease usage for common tasks
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Flyweight - a large quantity of objects share a common properties object to save space
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Proxy - An object representing another object or a class functioning as an interface to something else
 
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are design patterns that identify common communication patterns between objects and realize these patterns.
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examples of behavioral design patterns comprise of the following
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Chain of Responsibility - command objects are handled or passed on to other objects by logic-containing processing objects
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Commmand - command objects encapsulate an action and its parameters
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Interpreter - a way to include language elements in a program
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Iterator - iterators are used to access the elements of an aggregate object sequentially without exposing its underlying representation
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Mediator - provides a unified interface to a set of interfaces in a subsystem
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Memento - provides the ability to restore an object to its previous state (rollback)
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Observer - objects register to observe an event that may be raised by another object
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State - a clean way for an object to partially change its type at runtime
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Strategy - algorithms can be selected on the fly
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Template method - defer the exact steps of an algorithm to a subclass
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Visitor - a way to separate an algorithm from an object
 
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