Top 10 Design Patterns with Real-Life Examples:
1. Singleton: Ensures a single instance (e.g., printer spooler).
2. Factory: Creates objects without specifying exact classes (e.g., car factory).
3. Adapter: Adapts interfaces for compatibility (e.g., universal power adapter).
4. Facade: Simplifies complex systems (e.g., remote control for home entertainment).
5. Decorator: Adds behavior dynamically (e.g., pizza toppings).
6. Proxy: Controls access as an intermediary (e.g., proxy server).
7. Command: Queues requests as objects (e.g., remote control with device buttons).
8. Template Method: Defines algorithm skeletons for customization (e.g., baking recipes).
9. Strategy: Provides interchangeable algorithms (e.g., online payment methods).
10. Observer: Updates dependencies automatically (e.g., weather app subscriptions).
Design patterns in C# are reusable solutions to common software development problems that
developers can apply in their code to solve these problems efficiently. These patterns are proven
solutions that have been developed and tested over time and are widely used by experienced
developers to improve code quality, maintainability, and scalability.
Design patterns help to create more organized and structured code, which is easier to understand,
maintain, and modify.
Here are 11 design patterns every C# developer should know:
Singleton Pattern: This pattern is used when only one instance of a class should exist in the system
at any given time. It is commonly used for managing shared resources such as database
connections, loggers, or caches.
Factory Pattern: This pattern provides an interface for creating objects without specifying their
concrete classes. It allows for encapsulating object creation logic and makes it easy to switch
between different implementations.
Builder Pattern: This pattern is used to create complex objects step by step. It separates the
construction of an object from its representation and allows for creating different representations of
the same object.
Adapter Pattern: This pattern is used to convert the interface of a class into another interface that
clients expect. It allows for making incompatible classes work together without changing their source
code.
Decorator Pattern: This pattern allows for adding behavior to an individual object, dynamically,
without affecting the behavior of other objects in the same class. It provides a flexible alternative to
subclassing for extending functionality.
Observer Pattern: 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.
Command Pattern: This pattern encapsulates a request as an object, thereby letting you
parameterize clients with different requests, queue or log requests, and support undoable
operations.
Template Method Pattern: This pattern defines the skeleton of an algorithm in a method, deferring
some steps to subclasses. It allows for creating a family of algorithms and promotes code reuse.
Strategy Pattern: This pattern defines a family of algorithms, encapsulates each one, and makes
them interchangeable. It allows for selecting an algorithm at runtime without coupling the algorithm
to the client code.
State Pattern: This pattern allows an object to alter its behaviour when its internal state changes. It
provides a clean way for managing complex state-dependent behaviour.
Chain of Responsibility Pattern: This pattern lets you chain objects together in a way that allows a
request to be passed down the chain until an object handles it. It provides a way for handling
complex request-handling scenarios where multiple objects may be responsible for handling a
request
Creational Design Pattern
💡They are concerned with the object creation mechanism i.e. the instantiation process
Their main idea is to hide the object creation process from the user and provide a flexible way to
create objects
They abstract away the object creation process from the user
Creational patterns are further divided into object-creational and class-creational patterns.
- Object creational – deals with direct object instantiation
- Class creational – inheritance and object composition to delegate responsibility for object
creation elsewhere in the code
1. Singleton
2. Factory
3. Abstract Factory
4. Prototype
5. Builder
Structural Design Pattern
They are concerned with how classes and objects are organized to perform the desired
functionality
6. Adapter
7. Bridge
8. Composite
9. Decorator
10. Façade
11. Flyweight
12. Proxy
Façade Pattern: It is often used in applications that need a simplified interface to a complex system
Flyweight Pattern: It is typically used when there is a need to minimize memory usage by sharing
data between objects
Behavioral Design Pattern
Behavioral Patterns are a type of software design patterns that improve how objects
interact with each other
13. Strategy
14. Template
15. Command
16. Chain of Responsibility
17. Mediator
18. State
19. Observer
20. Interpreter
21. Visitor
22. Iterator
23. Memento
18 Key Design Patterns Every Developer Should Know
Patterns are reusable solutions to common design problems, resulting in a smoother, more
efficient development process. They serve as blueprints for building better software structures.
These are some of the most popular patterns:
- Abstract Factory: Family Creator - Makes groups of related items.
- Builder: Lego Master - Builds objects step by step, keeping creation and appearance
- Prototype: Clone Maker - Creates copies of fully prepared examples.
- Singleton: One and Only - A special class with just one instance.
- Adapter: Universal Plug - Connects things with different interfaces.
- Bridge: Function Connector - Links how an object works to what it does.
- Composite: Tree Builder - Forms tree-like structures of simple and complex parts.
- Decorator: Customizer - Adds features to objects without changing their core.
- Facade: One-Stop-Shop - Represents a whole system with a single, simplified interface.
- Flyweight: Space Saver - Shares small, reusable items efficiently.
- Proxy: Stand-In Actor - Represents another object, controlling access or actions.
- Chain of Responsibility: Request Relay - Passes a request through a chain of objects until
handled.
- Command: Task Wrapper - Turns a request into an object, ready for action.
- Iterator: Collection Explorer - Accesses elements in a collection one by one.
- Mediator: Communication Hub - Simplifies interactions between different classes.
- Memento: Time Capsule - Captures and restores an object's state.
- Observer: News Broadcaster - Notifies classes about changes in other objects.
- Visitor: Skillful Guest - Adds new operations to a class without altering it.