Monday, July 8, 2024

Chain of Responsibility Pattern in C#

The Chain of Responsibility pattern is a behavioral design pattern that allows a group of objects to handle a request sequentially, each potentially handling the request or passing it on to the next object in the chain until the request is handled or reaches the end of the chain.

In simple words, we can say that the chain of responsibility design pattern creates a chain of receiver objects for a given request. In this design pattern, normally, each receiver contains a reference to the next receiver. If one receiver cannot handle the request, it passes the same request to the next receiver, and so on. In this case, one receiver can handle the request in the chain, or one or more receivers can handle the request.

Components of Chain of Resposibility Pattern

  1. Handler Interface (or Abstract Class): This defines a common interface for all handlers. It typically includes a method for handling requests and a reference to the next handler in the chain.
  2. Concrete Handlers: These are the actual handlers in the chain. Each handler implements the Handler interface and contains logic to handle requests. If it can't handle a request, it passes it to the next handler in the chain.
  3. Client: This initiates the request and sends it to the first handler in the chain.

Monday, April 22, 2024

Mediator Design Pattern in C#

The Mediator Design Pattern is a behavioral design pattern that promotes loose coupling between objects by encapsulating how they interact. It centralizes complex communication logic between multiple objects into a mediator object, thus reducing direct dependencies between them. This promotes easier maintenance and scalability of the system.

The Mediator Design Pattern restricts direct communications between the objects and forces them to collaborate only via a mediator object. This pattern is used to centralize complex communications and control between related objects in a system. The Mediator object acts as the communication center for all objects. That means when an object needs to communicate with another object, it does not call the other object directly. Instead, it calls the mediator object, and it is the responsibility of the mediator object to route the message to the destination object.

Components of Mediator Design Pattern

  1. Mediator: Defines an interface for communication between colleague objects.
  2. Colleague: It is an abstract class, and Concrete Colleague classes will implement this abstract class.
  3. ConcreteMediator: Implements the mediator interface, coordinating communication between colleague objects.
  4. ConcreteColleague: Implements the colleague interface and communicates with other colleagues through the mediator.

Sunday, April 14, 2024

Template Method Design Pattern in C#

The Template Method Design Pattern is a behavioral design pattern that defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure. It allows reusing common behavior across multiple classes while still allowing customization where necessary.

Components of Template Method Design Pattern

  • Abstract Class: This class defines the template method, which is the skeleton of the algorithm. It consists of several abstract methods that subclasses must implement.
  • Concrete Classes: These classes inherit from the abstract class and provide implementations for the abstract methods.

Monday, April 8, 2024

Command Design Pattern in C#

The Command Design Pattern is a behavioral design pattern that encapsulates a request as an object, thereby allowing parameterization of clients with queues, requests, and operations. This pattern decouples sender and receiver of a request based on a command, which helps in invoking the right method at the right time without knowing the actual implementation details.

Components of Command Design Pattern

  1. Command: Defines an interface for executing an operation.
  2. Concrete Command: Implements the Command interface and binds a receiver with an action. It defines a binding between the action and the receiver.
  3. Invoker: Requests the command to execute the operation.
  4. Receiver: Knows how to perform the operation.

Monday, April 1, 2024

Strategy Design Pattern in C#

The Strategy Design Pattern is a Behavioral Design Pattern that enables selecting an algorithm’s behavior at runtime. Instead of implementing a single algorithm directly, run-time instructions specify which of a family of algorithms to use.

This pattern is ideal when you need to switch between different algorithms or actions in an object dynamically. That means the Strategy Design Pattern is used when we have multiple algorithms (solutions) for a specific task, and the client decides which algorithm to use at runtime.

Components of Strategy Design Pattern

  1. Strategy Interface: This defines a set of methods that represent the algorithms. It acts as a contract for all concrete strategy classes.
  2. Concrete Strategies: These are the actual implementations of the algorithms defined in the strategy interface.
  3. Context: This is the class that uses the strategy. It contains a reference to the strategy interface and can switch between different strategies dynamically.
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