C_设计模式(23种设计模式)

时间:2024.4.28

C#设计模式(23种设计模式)

创建型:

1. 单件模式(Singleton Pattern)

2. 抽象工厂(Abstract Factory)

3. 建造者模式(Builder)

4. 工厂方法模式(Factory Method)

5. 原型模式(Prototype)

结构型:

6. 适配器模式(Adapter Pattern)

7. 桥接模式(Bridge Pattern)

8. 装饰模式(Decorator Pattern)

9. 组合模式(Composite Pattern)

10. 外观模式(Facade Pattern)

11. 享元模式(Flyweight Pattern)

12. 代理模式(Proxy Pattern)

13. 模板方法(Template Method)

14. 命令模式(Command Pattern)

15. 迭代器模式(Iterator Pattern)

行为型:

16. 观察者模式(Observer Pattern)

17. 解释器模式(Interpreter Pattern)

18. 中介者模式(Mediator Pattern)

19. 职责链模式(Chain of Responsibility Pattern)

20. 备忘录模式(Memento Pattern)

21. 策略模式(Strategy Pattern)

22. 访问者模式(Visitor Pattern)

23. 状态模式(State Pattern)

C#设计模式(23种设计模式)

C设计模式23种设计模式


第二篇:23种设计模式(英语版)


Creational patterns

These patterns have to do with class instantiation. They can be further divided into class-creation patterns and object-creational patterns. While class-creation patterns use inheritance effectively in the instantiation process, object-creation patterns use delegation to get the job done.

Abstract Factory groups object factories that have a common theme.

Builder constructs complex objects by separating construction and representation. Factory Method creates objects without specifying the exact class to create.

Prototype creates objects by cloning an existing object.

Singleton restricts object creation for a class to only one instance.

Structural patterns

These concern class and object composition. They use inheritance to compose interfaces and define ways to compose objects to obtain new functionality.

Adapter allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.

Bridge decouples an abstraction from its implementation so that the two can vary independently.

Composite composes zero-or-more similar objects so that they can be manipulated as one object.

Decorator dynamically adds/overrides behaviour in an existing method of an object. Facade provides a simplified interface to a large body of code.

Flyweight reduces the cost of creating and manipulating a large number of similar objects.

Proxy provides a placeholder for another object to control access, reduce cost, and reduce complexity.

Behavioral patterns

Most of these design patterns are specifically concerned with communication between objects.

Chain of responsibility delegates commands to a chain of processing objects. Command creates objects which encapsulate actions and parameters.

Interpreter implements a specialized language.

Iterator accesses the elements of an object sequentially without exposing its underlying representation.

Mediator allows loose coupling between classes by being the only class that has detailed knowledge of their methods.

Memento provides the ability to restore an object to its previous state (undo).

Observer is a publish/subscribe pattern which allows a number of observer objects to see an event.

State allows an object to alter its behavior when its internal state changes.

Strategy allows one of a family of algorithms to be selected on-the-fly at runtime.

Template method defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.

Visitor separates an algorithm from an object structure by moving the hierarchy of methods into one object.

Circuit Breaker prevents using a broken external dependency (or internal component) until it comes back online

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