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Introduction
Design patterns may be said as a set of probable solutions for a particular problem which is tested to work best in certain situations. In other words, Design patterns, say you have found a problem. Certainly, with the evolution of software industry, most of the others might have faced the same problem once. Design pattern shows you the best possible way to solve the recurring problem.
Uses of Design Patterns
While creating an application, we think a lot on how the software will behave in the long run. It is very hard to predict how the architecture will work for the application when the actual application is implemented completely. There might issues which you cant predict and may come while implementing the software. Design patterns helps you to find tested proven design paradigm to build a solid foundation for your project. So, if you follow design pattern you can easily prevent major issues to come while building your actual project. Moreover design pattern also helps the other architects to understand your code easily.
History of Design Patterns
When the word design pattern comes into mind, the first thing that one may think is the classical book on Design Pattern
"Gangs of Four" which was published by
Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. In this book, it is first discussed capabilities and pitfalls of Object oriented programming, and later on it discusses about the classic Design Patterns on OOPS.
You can read more about
history of design patterns from here.
Types of Design Pattern
Design patterns can be divided into 3 categories.
- Creational Patterns : These patterns deals mainly with creation of objects and classes.
- Structural Patterns : These patterns deals with Class and Object Composition.
- Behavioural Patterns : These mainly deals with Class - Object communication. That means they are concerned with the communication between class and objects.
In this article, I am going to discuss few examples of these patterns. They are
- Singleton Design Pattern
- Factory Design Pattern
- Factory Method Design Pattern
- Abstract Factory Design Pattern,
- Builder Design Pattern,
- Prototype Design Pattern
- Adapter Design Pattern
- Bridge Design Pattern
- Decorator Design Pattern
- Composite Design Pattern
- Flyweight Design Pattern
- Memento Design Pattern
- Mediator Design Pattern
- Observer Design Pattern
- Iterator Pattern
CREATIONAL PATTERNS
Singleton Pattern
Singleton pattern creates a class which can have a single object throughout the application, so that whenever any other object tries to access the object of the class, it will access the same object always.
///
<summary>///
Implementation of Singleton Pattern///
</summary>public
sealed class SingleTon{
private static SingleTon _instance = null;private SingleTon() // Made default constructor as private {
}
/// <summary>/// Single Instance/// </summary>public static SingleTon Instance{
get{
lock (_instance){
_instance = _instance ??
new SingleTon();return _instance;}
}
}
# region
Rest of Implementation Logic//Add As many method u want here as instance member.No need to make them static# endregion
}
In the above code you can see I have intentionally made the constructor as private. This will make sure that the class cant be instantiated from outside. On the other hand, you also need to make a property which will return the static instance of the object present within the class itself. Hence the object will be shared between all the external entities.
Factory Pattern
Factory pattern deals with the instantiation of object without exposing the instantiation logic. In other words, a Factory is actually a creator of object which has common interface.
//Empty vocabulary of Actual object
public
interface IPeople{
string GetName();}
public
class Villagers : IPeople{
#region
IPeople Memberspublic string GetName(){
return "Village Guy";}
#endregion
}
public
class CityPeople : IPeople{
#region
IPeople Memberspublic string GetName(){
return "City Guy";}
#endregion
}
public
enum PeopleType{
RURAL,
URBAN
}
///
<summary>///
Implementation of Factory - Used to create objects///
</summary>public
class Factory{
public IPeople GetPeople(PeopleType type){
IPeople people = null;switch (type){
case PeopleType.RURAL:people =
new Villagers();break;case PeopleType.URBAN:people =
new CityPeople();break;
default:break;}
return people;}
}
In the above code you can see I have created one interface called IPeople and implemented two classes from it as Villagers and CityPeople. Based on the type passed into the factory object, I am sending back the original concrete object as the Interface IPeople.
Factory Method
A Factory method is just an addition to Factory class. It creates the object of the class through interfaces but on the other hand, it also lets the subclass to decide which class to be instantiated.
public
interface IProduct{
string GetName();string SetPrice(double price);}
public
class IPhone : IProduct{
private double _price;#region
IProduct Memberspublic string GetName(){
return "Apple TouchPad";}
public string SetPrice(double price){
this._price = price;return "success";}
#endregion
}
/* Almost same as Factory, just an additional exposure to do something with the created method */
public
abstract class ProductAbstractFactory{
public IProduct DoSomething(){
IProduct product = this.GetObject();//Do something with the object after you get the object. product.SetPrice(20.30);
return product;}
public abstract IProduct GetObject();}
public
class ProductConcreteFactory : ProductAbstractFactory{
public override IProduct GetObject() // Implementation of Factory Method.{
return this.DoSomething();}
}
You can see I have used GetObject in concreteFactory. As a result, you can easily call DoSomething() from it to get the IProduct.
You might also write your custom logic after getting the object in the concrete Factory Method. The GetObject is made abstract in the Factory interface.
Abstract Factory
Abstract factory is the extension of basic Factory pattern. It provides Factory interfaces for creating a family of related classes. In other words, here I am declaring interfaces for Factories, which will in turn work in similar fashion as with Factories.
public
interface IFactory1{
IPeople GetPeople();
}
public
class Factory1 : IFactory1{
public IPeople GetPeople(){
return new Villagers();}
}
public
interface IFactory2{
IProduct GetProduct();
}
public
class Factory2 : IFactory2{
public IProduct GetProduct(){
return new IPhone();}
}
public
abstract class AbstractFactory12{
public abstract IFactory1 GetFactory1();public abstract IFactory2 GetFactory2();}
public
class ConcreteFactory : AbstractFactory12{
public override IFactory1 GetFactory1(){
return new Factory1();}
public override IFactory2 GetFactory2(){
return new Factory2();}
}
The factory method is also implemented using common interface each of which returns objects.
Builder Pattern
This pattern creates object based on the Interface, but also lets the subclass decide which class to instantiate. It also has finer control over the construction process. There is a concept of
Director in Builder Pattern implementation. The director actually creates the object and also runs a few tasks after that.
public
interface IBuilder{
string RunBulderTask1();string RunBuilderTask2();}
public
class Builder1 : IBuilder{
#region
IBuilder Memberspublic string RunBulderTask1(){
throw new ApplicationException("Task1");}
public string RunBuilderTask2(){
throw new ApplicationException("Task2");}
#endregion
}
public
class Builder2 : IBuilder{
#region
IBuilder Memberspublic string RunBulderTask1(){
return "Task3";}
public string RunBuilderTask2(){
return "Task4";}
#endregion
}
public
class Director{
public IBuilder CreateBuilder(int type){
IBuilder builder = null;if (type == 1)builder =
new Builder1();elsebuilder =
new Builder2();
builder.RunBulderTask1();
builder.RunBuilderTask2();
return builder;
}
}
In case of Builder pattern you can see the Director is actually using CreateBuilder to create the instance of the builder. So when the Bulder is actually created, we can also invoke a few common task in it.
Prototype Pattern
This pattern creates the kind of object using its prototype. In other words, while creating the object of Prototype object, the class actually creates a clone of it and returns it as prototype.
public
abstract class Prototype{
// normal implementationpublic abstract Prototype Clone();}
public
class ConcretePrototype1 : Prototype{
public override Prototype Clone(){
return (Prototype)this.MemberwiseClone();}
}
class
ConcretePrototype2 : Prototype{
public override Prototype Clone(){
return (Prototype)this.MemberwiseClone(); // Clones the concrete class.}
}
You can see here, I have used MemberwiseClone method to clone the prototype when required. You must remember, MemberwiseClone is actually a swallow copy. To make it copy deep, you need to call MemberwiseClone recursively for every object until its value types.
STRUCTURAL PATTERN
Adapter Pattern
Adapter pattern converts one instance of a class into another interface which client expects. In other words, Adapter pattern actually makes two classes compatible.
public
interface IAdapter{
/// <summary>/// Interface method Add which decouples the actual concrete objects/// </summary>void Add();}
public
class MyClass1 : IAdapter{
public void Add(){
}
}
public
class MyClass2{
public void Push(){
}
}
///
<summary>///
Implements MyClass2 again to ensure they are in same format.///
</summary>public
class Adapter : IAdapter{
private MyClass2 _class2 = new MyClass2();public void Add(){
this._class2.Push();}
}
Here in the structure, the adapter is used to make MyClass2 incompatible with IAdapter.
Bridge Pattern
Bridge pattern compose objects in tree structure. It decouples abstraction from implementation. Here abstraction represents the client where from the objects will be called.

# region
The Implementation///
<summary>///
Helps in providing truely decoupled architecture///
</summary>public
interface IBridge{
void Function1();void Function2();}
public
class Bridge1 : IBridge{
#region
IBridge Memberspublic void Function1(){
throw new NotImplementedException();}
public void Function2(){
throw new NotImplementedException();}
#endregion
}
public
class Bridge2 : IBridge{
#region
IBridge Memberspublic void Function1(){
throw new NotImplementedException();}
public void Function2(){
throw new NotImplementedException();}
#endregion
}
# endregion
# region
Abstractionpublic
interface IAbstractBridge{
void CallMethod1();void CallMethod2();}
public
class AbstractBridge : IAbstractBridge{
public IBridge bridge;public AbstractBridge(IBridge bridge){
this.bridge = bridge;}
#region
IAbstractBridge Memberspublic void CallMethod1(){
this.bridge.Function1();}
public void CallMethod2(){
this.bridge.Function2();}
#endregion
}
# endregion
Thus you can see the Bridge classes are the Implementation, which uses the same interface oriented architecture to create objects. On the other hand the abstraction takes an object of the implementation phase and runs its method. Thus makes it completely decoupled with one another.
Decorator Pattern
Decorator pattern is used to create responsibilities dynamically. That means each class in case of Decorator pattern adds up special characteristics.In other words, Decorator pattern is the same as inheritance.
public
class ParentClass{
public void Method1(){
}
}
public
class DecoratorChild : ParentClass{
public void Method2(){
}
}
This is the same parent child relationship where the child class adds up new feature called Method2 while other characteristics is derived from the parent.
Composite Pattern
Composite pattern treats components as a composition of one or more elements so that components can be separated between one another. In other words, Composite patterns are those for whom individual elements can easily be separated.
///
<summary>///
Treats elements as composition of one or more element, so that components can be separated///
between one another///
</summary>public
interface IComposite{
void CompositeMethod();}
public
class LeafComposite : IComposite{
#region
IComposite Memberspublic void CompositeMethod(){
//To Do something}
#endregion
}
///
<summary>///
Elements from IComposite can be separated from others ///
</summary>public
class NormalComposite : IComposite{
#region
IComposite Memberspublic void CompositeMethod(){
//To Do Something}
#endregion
public void DoSomethingMore(){
//Do Something more .}
}
Here in the code you can see that in NormalComposite, IComposite elements can easily be separated.
Flyweight Pattern
Flyweight allows you to share bulky data which are common to each object. In other words, if you think that same data is repeating for every object, you can use this pattern to point to the single object and hence can easily save space.
///
<summary>///
Defines Flyweight object which repeats iteself.///
</summary>public
class FlyWeight{
public string Company { get; set; }public string CompanyLocation { get; set; }public string CompanyWebSite { get; set; }//Bulky Datapublic byte[] CompanyLogo { get; set; } }
public
static class FlyWeightPointer{
public static FlyWeight Company = new FlyWeight{
Company =
"Abc",CompanyLocation =
"XYZ",CompanyWebSite =
"www.abc.com"};
}
public
class MyObject{
public string Name { get; set; }public FlyWeight Company{
get{
return FlyWeightPointer.Company;}
}
}
Here the FlyweightPointer creates a static member Company, which is used for every object of MyObject.
Memento Pattern
Memento pattern allows you to capture the internal state of the object without violating encapsulation and later on you can undo/ revert the changes when required.
public
class OriginalObject{
public string String1 { get; set; }public string String2 { get; set; }public Memento MyMemento { get; set; }
public OriginalObject(string str1, string str2)
{
this.String1 = str1;
this.String2 = str2;
this.MyMemento = new Memento(str1, str2);
}
public void Revert()
{
this.String1 = this.MyMemento.String1;
this.String2 = this.MyMemento.String2;
}
}
public
class Memento{
public string String1 { get; set; }public string String2 { get; set; }public Memento(string str1, string str2){
this.String1 = str1;this.String2 = str2;}
}
Here you can see the Memento Object is actually used to Revert the changes made in the object.
BEHAVIOURAL PATTERN
Mediator Pattern
Mediator pattern ensures that the components are loosely coupled, such that they don't call each others explicitly, rather they always use a separate Mediator implementation to do those jobs.
public
interface IComponent{
void SetState(object state);}
public
class Component1 : IComponent{
#region
IComponent Memberspublic void SetState(object state){
//Do Nothingthrow new NotImplementedException();}
#endregion
}
public
class Component2 : IComponent{
#region
IComponent Memberspublic void SetState(object state){
//Do nothingthrow new NotImplementedException();}
#endregion
}
public
class Mediator // Mediages the common tasks{
public IComponent Component1 { get; set; }public IComponent Component2 { get; set; }public void ChageState(object state){
this.Component1.SetState(state);this.Component2.SetState(state);}
}
Here you can see the Mediator Registers all the Components within it and then calls its method when required.
Observer Pattern
When there are relationships between one or more objects, an observer will notify all the dependent elements when something is modified in the parent. Microsoft already implemented this pattern as
ObservableCollection. Here let me implement the most basic Observer Pattern.

public
delegate void NotifyChangeEventHandler(string notifyinfo);public
interface IObservable{
void Attach(NotifyChangeEventHandler ohandler);void Detach(NotifyChangeEventHandler ohandler);void Notify(string name);}
public
abstract class AbstractObserver : IObservable{
public void Register(NotifyChangeEventHandler handler){
this.Attach(handler);}
public void UnRegister(NotifyChangeEventHandler handler){
this.Detach(handler);}
public virtual void ChangeState(){
this.Notify("ChangeState");}
#region
IObservable Members
public void Attach(NotifyChangeEventHandler ohandler)
{
this.NotifyChanged += ohandler;
}
public void Detach(NotifyChangeEventHandler ohandler)
{
this.NotifyChanged -= ohandler;
}
public void Notify(string name)
{
if (this.NotifyChanged != null)
this.NotifyChanged(name);
}
#endregion
#region
INotifyChanged Memberspublic event NotifyChangeEventHandler NotifyChanged;#endregion
}
public
class Observer : AbstractObserver{
public override void ChangeState(){
//Do something.base.ChangeState();}
}
You can definitely got the idea that after you Register for the Notification, you will get it when
ChangeState is called.
Iterator Pattern
This pattern provides a way to access elements from an aggregate sequentially. Microsoft's
IEnumerable is one of the example of this pattern. Let me introduce this pattern using this interface.
public
class Element{
public string Name { get; set; }}
public
class Iterator : IEnumerable<Element>{
public Element[] array;public Element this[int i]{
get{
return array[i];}
}
#region
IEnumerable<Element> Memberspublic IEnumerator<Element> GetEnumerator(){
foreach (Element arr in this.array)yield return arr;}
#endregion
#region
IEnumerable MembersSystem.Collections.
IEnumerator System.Collections.IEnumerable.GetEnumerator(){
foreach (Element arr in this.array)yield return arr;}
#endregion
}
In the above code you can see I have implemented IEnumerable which actually corresponds to the Iterator block. You can also implement it yourself, just by adding few methods like First(), Last(), Next() etc. As they are already implemented as extension method with IEnumerable, I have just made it simpler using it.
Conclusion
These are the most basic design patterns that we often use. Of course, there are others. I will try to update with them too in near future. Please don't forget to criticize me or give comments if you find anything interesting or any mistake in the implementation. I will definitely update the article.
Thank you for reading. Happy Programming.
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