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GoF의 디자인패턴을 C# 으로 구현했습니다.
퓨전마법사
2005. 6. 5. 15:21
GoF의 디자인패턴을 C# 으로 구현했습니다.
![]() | ![]() | Software Design Patterns Design patterns are recurring solutions to software design problems you find again and again in real-world application development. Design patterns are about design and interaction of objects, as well as providing a communication platform concerning elegant, reusable solutions to commonly encountered programming challenges. |
The Gang of Four (GOF) patterns are generally considered the foundation for all other patterns. They are categorized in three groups: Creational, Structural, and Behavioral. Here you will find information on these patterns together with downloadable source code in C#.
To give you a head start, the source code is provided in two forms: structural and real-world. Structural code uses type names as defined in the pattern definition and UML diagrams. Real-world code provides real-world programming situations where you may use the patterns. Let us know if you find these useful.
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 |
Facade | 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 |
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