C# 3.0 Design Patterns: Use the Power of C# 3.0 to Solve Real-World Problems

C# 3.0 Design Patterns: Use the Power of C# 3.0 to Solve Real-World Problems

by Judith Bishop
C# 3.0 Design Patterns: Use the Power of C# 3.0 to Solve Real-World Problems

C# 3.0 Design Patterns: Use the Power of C# 3.0 to Solve Real-World Problems

by Judith Bishop

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Overview

If you want to speed up the development of your .NET applications, you're ready for C# design patterns — elegant, accepted and proven ways to tackle common programming problems. This practical guide offers you a clear introduction to the classic object-oriented design patterns, and explains how to use the latest features of C# 3.0 to code them.

C# Design Patterns draws on new C# 3.0 language and .NET 3.5 framework features to implement the 23 foundational patterns known to working developers. You get plenty of case studies that reveal how each pattern is used in practice, and an insightful comparison of patterns and where they would be best used or combined. This well-organized and illustrated book includes:
  • An explanation of design patterns and why they're used, with tables and guidelines to help you choose one pattern over another
  • Illustrated coverage of each classic Creational, Structural, and Behavioral design pattern, including its representation in UML and the roles of its various players
  • C# 3.0 features introduced by example and summarized in sidebars for easy reference
  • Examples of each pattern at work in a real .NET 3.5 program available for download from O'Reilly and the author's companion web site
  • Quizzes and exercises to test your understanding of the material.
With C# 3.0 Design Patterns, you learn to make code correct, extensible and efficient to save time up front and eliminate problems later. If your business relies on efficient application development and quality code, you need C# Design Patterns.

Product Details

ISBN-13: 9780596527730
Publisher: O'Reilly Media, Incorporated
Publication date: 12/15/2007
Pages: 314
Product dimensions: 7.00(w) x 9.19(h) x 0.70(d)

About the Author

Judith Bishop is a computer scientist, in Pretoria South Africa, specializing in the application of programming languages to distributed systems and web-based technologies. She is internationally known as an advocate of new technology. Her books on Java and C# have been published in six languages. She represents South Africa on IFIP TC2 on software and is a chair or member of numerous international conference committees and editorial boards.

Table of Contents

Dedication; Foreword; Preface; Why I Wrote This Book; Who This Book Is For; What You Need to Know; How This Book Is Organized; What You Need to Use This Book; Finding What You Need; Conventions Used in This Book; Using Code Examples; Comments and Questions; Safari® Books Online; Acknowledgments; Chapter 1: C# Meets Design Patterns; 1.1 About Patterns; 1.2 About UML; 1.3 About C# 3.0; 1.4 About the Examples; Chapter 2: Structural Patterns: Decorator, Proxy, and Bridge; 2.1 Decorator Pattern; 2.2 Proxy Pattern; 2.3 Bridge Pattern; 2.4 Example: OpenBook; 2.5 Pattern Comparison; Chapter 3: Structural Patterns: Composite and Flyweight; 3.1 Composite Pattern; 3.2 Example: Photo Library; 3.3 Flyweight Pattern; 3.4 Exercises; 3.5 Pattern Comparison; Chapter 4: Structural Patterns: Adapter and Façade; 4.1 Adapter Pattern; 4.2 Façade Pattern; 4.3 Pattern Comparison; Chapter 5: Creational Patterns: Prototype, Factory Method, and Singleton; 5.1 Prototype Pattern; 5.2 Factory Method Pattern; 5.3 Singleton Pattern; 5.4 Pattern Comparison; Chapter 6: Creational Patterns: Abstract Factory and Builder; 6.1 Abstract Factory Pattern; 6.2 Builder Pattern; 6.3 Pattern Comparison; Chapter 7: Behavioral Patterns: Strategy, State, and Template Method; 7.1 Strategy Pattern; 7.2 State Pattern; 7.3 Template Method Pattern; 7.4 Pattern Comparison; Chapter 8: Behavioral Patterns: Chain of Responsibility and Command; 8.1 Chain of Responsibility Pattern; 8.2 Command Pattern; 8.3 Pattern Comparison; Chapter 9: Behavioral Patterns: Iterator, Mediator, and Observer; 9.1 Iterator Pattern; 9.2 Mediator Pattern; 9.3 Observer Pattern; 9.4 Pattern Discussion and Comparison; Chapter 10: Behavioral Patterns: Visitor, Interpreter, and Memento; 10.1 Visitor Pattern; 10.2 Interpreter Pattern; 10.3 Memento Pattern; 10.4 Pattern Comparison; Chapter 11: The Future of Design Patterns; 11.1 Summary of Patterns; 11.2 A Future for Design Patterns; 11.3 Concluding Remarks; Appendix; Pluggable Adapter Pattern Example Code—CoolBook; Prototype Pattern Example Code—Photo Archive; Iterator Pattern Example Code—Family Tree; Observer Pattern Example Code—Blogs; Visitor Pattern Theory Code—Reflection; Interpreter Pattern Example Code—Course Rules; Interpreter Pattern Example Code—Mirrors; Bibliography; Colophon;
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