Design Patterns In C#
Design Patterns In C# |
What are Design Patterns?
Design Patterns are solutions to basic programming issues that can be repeated.
Erich Gamma, John Vlissides, Ralph Johnson, and Richard Helm published Design Patterns: Elements of Reusable Object-Oriented Software in 1994,
which popularized them (who are commonly known as a Gang of Four, hence the GoF acronym).
The original book used C++ and Smalltalk as examples, but architecture trends have since been generalized to every programming language possible, including C#,
Java, PHP, and even non-object-oriented programming languages like JavaScript.
design patterns is eternal: We use them in libraries, and some of them are embedded into programming languages.
You actually use them on a regular basis, even though you aren't aware of it.
What you will learn:-
- Recognize and put design patterns into practice
- Established projects should be refactored to include style trends.
- Style trends' applicability and accessibility should be considered.
Basic requirements
- C# awareness is important.
- Awareness about the most recent C# features
- Object-oriented programming concepts are well-understood.
What Is Design Patterns In C# about?
This course provides a comprehensive overview of Design Patterns in C# and .NET from a practical perspective.
This course in particular covers patterns with the use of:
- C# and the.NET system in their most recent versions
- Current programming techniques such as dependency injection, dynamic programming, and others are used.
- ReSharper and other common developer tools
- Pattern combinations and alternate methods are explored.
- This course covers all of the Gang of Four (GoF) style patterns as illustrated in their landmark book, as well as modern-day adaptations, revisions, and discussions of the language's inherent use of patterns.
Content of Design Patterns In C#
This course covers all the GoF design patterns.
- Single Responsibility Principle, Open-Closed Principle, and Liskov Substitution Principle are also SOLID Design Principles.
- Principles of Interface Segregation and Dependency Inversion
- Builder, Factories (Factory Method and Abstract Factory), Prototype, and Singleton Structural Design are examples of creational design patterns. Adapter, Bridge, Composite, Decorator, Façade, Flyweight, and Proxy are some of the patterns available.
- Chain of Control, Order, Translator, Iterator, Mediator, Memento, Null Object, Observer, Process, Technique, Prototype System, and Visitor are examples of behavioral design patterns.
Who can take this course?
- Beginner and experienced developers
- Anyone interested in design patterns
Created by Dmitri Nesteruk
Last updated 1/2021
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