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|a Sarcar, Vaskaran.
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|a Design patterns in C# :
|b a hands-on guide with real-world examples /
|c Vaskaran Sarcar.
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|a [Berkeley, CA] :
|b Apress,
|c 2018.
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|a Online resource; title from PDF title page (EBSCO, viewed June 26, 2018).
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|a Intro; Table of Contents; About the Author; About the Technical Reviewers; Acknowledgments; Foreword; Preface; Guidelines for Using This Book; Part I: Gang of Four Design Patterns; I.A: Creational Patterns; Chapter 1: Singleton Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Solution Explorer View; Discussion; Implementation; Output; Challenges; Q & A Session; Chapter 2: Prototype Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View.
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|a ImplementationOutput; Q & A Session; Demonstration; Output; Chapter 3: Builder Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Solution Explorer View; Implementation; Output; Q & A Session; Chapter 4: Factory Method Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View; Implementation; Output; Modified Implementation; Modified Output; Analysis; Q & A Session; Chapter 5: Abstract Factory Pattern; GoF Definition; Concept; Real-Life Example.
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|a Computer World ExampleIllustration; Class Diagram; Solution Explorer View; Implementation; Output; Q & A Session; Conclusion; I.B: Structural Patterns; Chapter 6: Proxy Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View; Implementation; Output; Q & A Session; Modified Implementation; Modified Output; Chapter 7: Decorator Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Solution Explorer View; Implementation; Output; Q & A Session.
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505 |
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|a Chapter 8: Adapter PatternGoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View; Implementation; Output; Modified Illustration; Key Characteristics of the Modified Implementation; Modified Solution Explorer View; Modified Implementation; Modified Output; Types of Adapters; Object Adapters; Class Adapters; Q & A Session; Chapter 9: Facade Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View; Implementation.
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|a OutputQ & A Session; Chapter 10: Flyweight Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Directed Graph Document; Solution Explorer View; Implementation; Output; Improvements to the Program; Modified Class Diagram; Modified Solution Explorer View; Modified Implementation; Modified Output; Q & A Session; Chapter 11: Composite Pattern; GoF Definition; Concept; Real-Life Example; Computer World Example; Illustration; Class Diagram; Solution Explorer View; Implementation; Output; Q & A Session; Chapter 12: Bridge Pattern; GoF Definition.
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520 |
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|a Get hands-on experience with each Gang of Four design pattern using the latest version of C# (Visual Studio Community 2017). For each of the patterns, you'll see at least one real-world scenario, a coding example, and a complete implementation including output. In the first part of Design Patterns in C#, you will cover the 23 Gang of Four (GoF) design patterns, before moving onto some alternative design patterns, including the Simple Factory Pattern, the Null Object Pattern, and the MVC Pattern. The final part winds up with a conclusion and criticisms of design patterns with chapters on anti-patterns and memory leaks. By working through easy-to-follow examples, you will understand the concepts in depth and have a collection of programs to port over to your own projects. Along the way, the author discusses the different creational, structural, and behavioral patterns and why such classifications are useful. In each of these chapters, there is a Q & A session that clears up any doubts and covers the pros and cons of each of these patterns. He finishes the book with FAQs that will help you consolidate your knowledge. This book presents the topic of design patterns in C# in such a way that anyone can grasp the idea. You will: Work with each of the design patterns Implement the design patterns in real-world applications Select an alternative to these patterns by comparing their pros and cons Use Visual Studio Community Edition 2017 to write code and generate output.
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|a O'Reilly
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