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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 FactoryCreates an instance of several families of classes
BuilderSeparates object construction from its representation
Factory MethodCreates an instance of several derived classes
PrototypeA fully initialized instance to be copied or cloned
SingletonA class of which only a single instance can exist

Structural Patterns
AdapterMatch interfaces of different classes
BridgeSeparates an object’s interface from its implementation
CompositeA tree structure of simple and composite objects
DecoratorAdd responsibilities to objects dynamically
FacadeA single class that represents an entire subsystem
FlyweightA fine-grained instance used for efficient sharing
ProxyAn object representing another object

Behavioral Patterns
Chain of Resp.A way of passing a request between a chain of objects
CommandEncapsulate a command request as an object
InterpreterA way to include language elements in a program
IteratorSequentially access the elements of a collection
MediatorDefines simplified communication between classes
MementoCapture and restore an object's internal state
ObserverA way of notifying change to a number of classes
StateAlter an object's behavior when its state changes
StrategyEncapsulates an algorithm inside a class
Template MethodDefer the exact steps of an algorithm to a subclass
VisitorDefines a new operation to a class without change

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http://www.dofactory.com/Patterns/Patterns.aspx