This presentation on C# programming tutorial will acquaint you with a clear understanding of the fundamentals of C# Design pattern. In this Design pattern Tutorial for begineers, you will get better understanding on what is Design pattern. we will start with an introduction to C# Design pattern, Then we will discuss the types of Design pattern in C#. then we will discuss each type of design pattern first we will discuss creational Design pattern. after that first we will discuss structural Design pattern. then first we will discuss behavioral Design pattern. Finally we will conclude the tutorial with Advantages of C# design pattern tutorial.
The topics covered in this presentation are:
1. Introduction to C# Design patterns
2. What is C# Design patterns
3. Types of C# Design patterns
4. creational Design patterns in C# Design patterns
5. structural Design patterns in C# Design patterns
6. behavioral Design patterns in C# Design patterns
7. Conclusion to C# Design patterns
What is C# programming language?
C# (C Sharp) is a multi-paradigm, general-purpose programming language. C# programming language encompasses the programming disciplines of static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented.
What is C# application?
C# is a popular programming language for creating desktop applications, web applications, and web services. It is widely used in the development of Microsoft applications on a large scale. C# is also used in Unity game development.
Net framework is a ground-breaking platform that allows you to create the following types of applications:
Applications for Windows
Web-based applications
Web-based services
Net framework applications are cross-platform in nature.
✅What is C# Programming?
C# is a modern, object-oriented, general-purpose programming language that is pronounced "C sharp." It was created inside the.Net project by Microsoft, led by Anders Hejlsberg and his team, and was authorised by the European Computer Manufacturers Association (ECMA) and the International Standards Organization (ISO). C# is one of the languages supported by the Common Language Infrastructure, and the current version is 7.2. C# is syntactically similar to Java and is simple for users who are familiar with C, C++, or Java.
To know about C++ programming, visit: https://www.simplilearn.com/c-plus-plus-programming-for-beginners-article
6. What is Design Pattern?
Design Patterns are a reusable solution to typical software
design issues that arise frequently in real-world application
development.
Patterns are employed by developers to tackle challenges in
their individual designs.
Understanding design patterns is more important than
memorizing their classes, methods, and attributes.
Individual needs and difficulties influence pattern selection and
usage among numerous design patterns.
11. Creational Design Pattern
Abstract Factory
01
The Abstract Factory design pattern allows you to create families of
linked items without having to declare their classes.
12. Creational Design Pattern
Builder is a design pattern that allows you to build complicated objects in
stages.
The pattern enables you to create many types and representations of an
object while using the same creation code.
Builder
02
13. Creational Design Pattern
A Factory Method is a creational design pattern that provides an
interface for creating objects in a superclass
while allowing subclasses to choose the type of objects created.
Factory Method
03
14. Creational Design Pattern
Prototype is a design pattern that allows you to imitate existing objects
without making your code reliant on their classes.
The Prototype pattern provides a basic interface for working with all
objects that permit cloning to the client code.
Prototype
04
15. Creational Design Pattern
The singleton design pattern ensures that a class has only one
instance
While also giving a global access point to that instance.
Singleton
05
18. Structural Design Patterns
The adapter design pattern is a structural design pattern that allows
items with conflicting interfaces to work with one another.
Use this technique to reuse many existing subclasses that lack common
functionality that cannot be added to the superclass.
Adapter
01
19. Structural Design Patterns
Bridge is a structural design pattern that allows you to split a large class or
a collection of related classes into two independent hierarchies.
• Abstraction
• Implementation
Bridge
02
20. Structural Design Patterns
Composite is a structural design pattern that enables you to
organize parts into tree structures and manipulate them
independently of one another.
The Composite pattern provides two basic element kinds with a
shared interface
• Simple leaves
• complex containers
Composite
03
21. Structural Design Patterns
Decorator is a structural design pattern that allows you to add
additional behaviors to objects by wrapping them in special wrapper
objects.
Use the Decorator technique to add extra behaviors to objects without
disrupting the code that utilizes them.
Decorator
04
22. Structural Design Patterns
Facade is a structural design pattern that simplifies complex library,
framework, or class interfaces.
When you require a simple but limited interface to a complicated
subsystem, use the Facade pattern.
Facade
05
23. Structural Design Patterns
Flyweight is a structural design approach that allows you to fit more
items into RAM by exchanging state between objects instead of
holding it all in one.
Flyweight teaches how to construct lots of little objects, while Facade
shows how to make one big one.
Flyweight
06
24. Structural Design Patterns
Proxy is a structural design technique that enables you substitute an
item.
A proxy controls access to the source object, allowing you to do
actions before or after the request.
Proxy
07
28. Behavioural Design Patterns
A behavioral design pattern called Chain of Responsibility allows you to
pass requests along a chain of handlers.
When a request is received, each handler determines whether to
process it or send it on to the next handler in the chain.
Chain of
Responsibility
01
29. Behavioural Design Patterns
Iterator is a behavioral design pattern that allows you to traverse
components of a collection without revealing the representation below
(list, stack, tree, etc.)
Iterators can be used to traverse Composite trees.
Iterator
02
30. Behavioural Design Patterns
Memento is a behavioral design pattern that saves and restores an
object's prior state without revealing its implementation.
When you need to take pictures of an object's state in order to restore it
to a previous state, use the Memento pattern.
Memento
03
31. Behavioural Design Patterns
State is a behavioral design pattern that allows an entity to change its
behavior in response to changes in its internal state.
It appears that the object's class has changed.
State
04
32. Behavioural Design Patterns
Template Method is a behavioral design that lets subclasses alter steps
of an algorithm without changing its structure.
We use the Template Method to allow customers extend specific steps
of an algorithm, not the entire method or its structure.
Template
05
33. Behavioural Design Patterns
Command is a behavioral design pattern that turns a request into a
standalone object.
This transformation supports unachievable operations and passing
requests as method arguments.
Command
06
34. Behavioural Design Patterns
Mediator is a behavioral design pattern that reduces object
dependencies.
To collaborate, the objects must first communicate through a mediator
object.
Mediator
07
35. Behavioural Design Patterns
Observer is a behavioral design pattern that allows you to establish a
subscription mechanism to alert numerous objects about any events that
occur to the item being observed.
When some objects in your app must monitor others for a limited time or in
specific circumstances, use the pattern.
Observer
08
36. Behavioural Design Patterns
Strategy is a behavioral design pattern that allows you to construct a
family of algorithms, classify them, and make their objects
interchangeable.
When you have a bunch of similar classes that just differ in how they
perform some behavior, use the Strategy.
Strategy
09
37. Behavioural Design Patterns
The Visitor pattern is a behavioral design pattern that allows you to
decouple algorithms from the objects they act on.
When you need to perform an operation on all elements of a
complicated object structure, use the Visitor.
Visitor
10
39. Abstract Factory classes are frequently based on a set of Factory Methods, although the methods
on these classes can also be composed using Prototype.
Conclusion
40. To reduce RAM, you can use Flyweights to construct shared Composite tree leaf nodes.
Conclusion
41. You can treat Visitor as a powerful version of the Command pattern. Its objects can execute
operations over various objects of different classes.
Conclusion