Which GOF patterns are good for C#?
Hello, C# fans! ð
In this article, I will answer a common question that many C# developers have: which GOF patterns are good for C#? ðĪ
GOF patterns are the 23 design patterns that were described in the book “Design Patterns: Elements of Reusable Object-Oriented Software” by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. They are also known as the Gang of Four (GoF) patterns. They are divided into three categories: creational, structural, and behavioral. ð
These patterns provide solutions to common software design problems that you may encounter in your projects. They help you write code that is more reusable, flexible, maintainable, and elegant. ð
But not all GOF patterns are equally useful or applicable in C#. Some of them are more relevant and popular than others. Some are already supported by the language features or the .NET framework. Some of them may be outdated or replaced by newer patterns. ðŪ
So, which GOF patterns are good for C#?
Creational patterns
These patterns deal with the creation of objects. They help you abstract the instantiation logic and decouple the client code from the concrete classes. The most useful creational patterns for C# are:
- Singleton: This pattern ensures that only one instance of a class exists in the application. It is useful for creating global or shared objects that need to be accessed from multiple places. For example, you can use it for logging, caching, configuration, or database access. C# supports this pattern with static classes, properties, and constructors. ð
- Factory Method: This pattern defines an interface for creating an object, but lets the subclasses decide which class to instantiate. It is useful for creating objects without exposing the creation logic or the concrete types to the client code. For example, you can use it for creating different types of shapes, animals, or products based on some parameters. C# supports this pattern with abstract classes, interfaces, and virtual methods. ð
- Abstract Factory: This pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. It is useful for creating objects that belong to different variants of a common theme or platform. For example, you can use it for creating different types of user interfaces, databases, or operating systems based on some configuration. C# supports this pattern with abstract classes, interfaces, and virtual methods. ð️
- Builder: This pattern separates the construction of a complex object from its representation. It allows you to create different representations of the same object using a step-by-step approach. It is useful for creating objects that have many optional parameters or variations. For example, you can use it for creating different types of sandwiches, pizzas, or cars based on some choices. C# supports this pattern with fluent interfaces and method chaining. ð
- Prototype: This pattern creates a new object by copying an existing object. It lets you clone objects without knowing their concrete types or implementation details. It is useful for creating objects that are expensive to create or have complex initialization logic. For example, you can use it for creating different types of documents, shapes, or enemies based on some templates. C# supports this pattern with the ICloneable interface and the MemberwiseClone method. ð
Structural patterns
These patterns deal with the composition and arrangement of classes and objects. They help you organize your code into larger structures and simplify the relationships between them. The most useful structural patterns for C# are:
- Adapter: This pattern allows two incompatible interfaces to work together by wrapping one interface with another one that matches the expected interface. It is useful for integrating existing or external code that has a different interface than what your client code expects. For example, you can use it for converting data formats, protocols, or APIs between different systems or libraries. C# supports this pattern with inheritance or composition and interfaces or delegates. ð
- Decorator: This pattern allows you to add new functionality to an existing object without modifying its structure or subclassing it. It is useful for extending the behavior of an object dynamically at runtime based on some conditions or preferences. For example, you can use it for adding logging, caching, validation, encryption, or compression to an existing object or method. C# supports this pattern with inheritance or composition and interfaces or delegates. ð
- Facade: This pattern provides a simplified interface to a complex system or subsystem. It is useful for hiding the complexity and implementation details of a system from the client code and providing a unified and easy-to-use access point to it. For example, you can use it for wrapping multiple classes or methods that belong to a common functionality or domain into a single class or method that exposes a simple interface to the client code. C# supports this pattern with classes and methods.
- Proxy: This pattern provides a surrogate or placeholder object that controls access to another object. It is useful for adding a layer of security, caching, logging, or remote access to an object without changing its interface or behavior. For example, you can use it for accessing a file, a database, or a web service that is located in a different machine or network. C# supports this pattern with classes and interfaces. ðĩ️♂️
- Bridge: This pattern decouples an abstraction from its implementation so that they can vary independently. It is useful for avoiding the explosion of subclasses when you have multiple orthogonal dimensions of variation in your system. For example, you can use it for creating different types of shapes and colors without creating a subclass for each combination of shape and color. C# supports this pattern with inheritance and interfaces. ð
- Composite: This pattern allows you to compose objects into tree structures and treat them uniformly. It is useful for representing part-whole hierarchies of objects that share a common interface or base class. For example, you can use it for creating a file system, a GUI, or an arithmetic expression tree. C# supports this pattern with inheritance and interfaces. ðģ
- Flyweight: This pattern reduces the memory usage by sharing common state among multiple objects. It is useful for creating large numbers of similar objects that are immutable and have intrinsic and extrinsic states. For example, you can use it for creating characters, icons, or particles in a game or a graphics application. C# supports this pattern with classes and structs. ðŠķ
Behavioral patterns
- Observer: This pattern defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. It is useful for implementing event-driven systems where you have publishers and subscribers of data or messages. For example, you can use it for creating user interfaces, data bindings, or asynchronous programming. C# supports this pattern with events, delegates, and interfaces such as INotifyPropertyChanged or IObservable<T>. ð
- Strategy: This pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. It is useful for selecting an algorithm at runtime based on some criteria or configuration. For example, you can use it for implementing different sorting, compression, or encryption algorithms that can be applied to any data type or object. C# supports this pattern with classes, interfaces, delegates, or lambda expressions. ðĄ
- Template Method: This pattern defines the skeleton of an algorithm in an operation, deferring some steps to subclasses. It is useful for implementing the invariant parts of an algorithm once and leaving the variant parts to be overridden by subclasses. For example, you can use it for creating different types of reports, parsers, or frameworks that have some common steps and some customizable steps. C# supports this pattern with abstract classes and virtual or abstract methods. ð
- Command: This pattern encapsulates a request as an object, thereby allowing you to parameterize clients with different requests, queue or log requests, and support undoable operations. It is useful for implementing actions or transactions that can be executed later, repeated, reversed, or logged. For example, you can use it for creating menu items, buttons, macros, or undo-redo features in an application. C# supports this pattern with classes and delegates. ð ️
- Iterator: This pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It is useful for implementing collections that can be traversed in different ways or by different clients without changing their internal structure or logic. For example, you can use it for creating lists, stacks, queues, trees, or graphs that can be iterated using foreach loops or LINQ queries. C# supports this pattern with interfaces such as IEnumerable<T> or IEnumerator<T>. ð
- State: This pattern allows an object to alter its behavior when its internal state changes. It is useful for implementing objects that have finite state machines or complex conditional logic that depends on their state. For example, you can use it for creating traffic lights, vending machines, or media players that have different modes or operations based on their current state. C# supports this pattern with classes and interfaces. ðĶ
- Mediator: This pattern defines an object that encapsulates how a set of objects interact. It is useful for reducing the coupling and complexity of communication between objects that are related or dependent on each other. For example, you can use it for creating chat rooms, message brokers, or event buses that facilitate the exchange of information or commands between different components or modules in a system. C# supports this pattern with classes and delegates. ð
- Chain of Responsibility: This pattern avoids coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. It is useful for implementing a chain of handlers or filters that can process a request or modify its data in some way. For example, you can use it for creating logging, authentication, authorization, or validation middleware that can be applied to any request or operation in a system. C# supports this pattern with classes and delegates. ð
- Visitor: This pattern defines a new operation to a class without changing the class. It is useful for performing an operation on a group of similar objects without adding the operation to their classes. For example, you can use it for creating reports, serializers, or printers that can process different types of objects without modifying their classes. C# supports this pattern with classes and interfaces. ð️
- Interpreter: This pattern defines a representation of grammar and an interpreter to interpret sentences in the language. It is useful for implementing domain-specific languages or parsers that can evaluate expressions or commands in a given language. For example, you can use it for creating calculators, query languages, or scripting engines that can execute user-defined expressions or scripts. C# supports this pattern with classes and interfaces. ðĢ️
References
- C# Design Patterns -- Tutorial with Examples - Dofactory
- Gangs of Four (GoF) Design Patterns | DigitalOcean
- Illustrated GOF Design Patterns in C# Part IV: Behavioral I - CodeProject
- Illustrated GOF Design Patterns in C# Part I: Creational - CodeProject
- Illustrated GOF Design Patterns in C# Part II: Structural I - CodeProject
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