Skip to main content

Posts

Showing posts with the label design patterns

Design Patterns: Prototype

In software development, there are scenarios where creating multiple objects with similar attributes and configurations is necessary. Instead of constructing each object from scratch, a more efficient approach is to duplicate an existing instance. This is precisely what the Prototype Design Pattern facilitates. What is the Prototype Pattern? The Prototype pattern is a creational design pattern that focuses on cloning objects. Rather than instantiating new objects directly, this pattern allows for the creation of copies of existing instances. This can be particularly beneficial when object creation is expensive or complex. Benefits of Using the Prototype Pattern Improved Performance – If object creation involves expensive operations such as database queries or intensive computations, cloning can optimize performance. Simplified Object Initialization – When an object requires extensive setup, cloning eliminates redundant initialization steps. Dynamic Object Modifications – Prototypes...

Design Patterns: Decorator

The Decorator Pattern is a structural design pattern that allows behavior to be dynamically added to individual objects, without modifying their code. It is often used to extend the functionalities of classes in a flexible and reusable way. When To Use It? You Need to Add Behavior Dynamically at Runtime.  Example: A coffee shop app where users can customize their drinks with add-ons like Milk, Sugar, Whipped Cream, etc. You Want to Avoid a Large Inheritance Tree.  If you use inheritance, each combination of behaviors would require a new subclass (e.g., CoffeeWithMilk , CoffeeWithSugar , CoffeeWithMilkAndSugar , etc.). You Want More Flexible and Reusable Code.  Different decorators can be reused independently . Example: A LoggingDecorator , CompressionDecorator , and EncryptionDecorator can be used separately or in different orders. You Follow the Open-Closed Principle.  Instead of modifying an existing class, you can extend behavior using decorators . This mak...

Testable WinForms Applications (MVP pattern)

Today, WinForms apps mainly belong to legacy code because of increasing popularity of WPF. And when one team decides about the development stack for the brand new desktop application, they mainly vote for WPF. On the other hand, there are demands for WinForms applications when it is needed to upgrade existing software which is tightly coupled with WinForms, demands for higher performance, etc. Different Approaches There are many opinions on the subject about testable WinForms apps. Some claim that it's not possible to test WinForms apps because there is a lot of dependency between user events and business logic. Standard Windows Form contains Designer.cs partial class and a partial class which contains event handlers for user actions. So, if we follow this same principle and try to implement app logic in event handlers, we can conclude that it would be very hard to write tests for this kind of application. But, if we look at this problem from some distance, we can conclude that eve...

Design Patterns: Strategy

The Strategy Pattern is a behavioral design pattern that defines a family of algorithms, encapsulates each one, and makes them interchangeable. This pattern allows the algorithm to be selected at runtime, providing flexibility in designing software. It’s particularly useful when you have multiple ways of performing a task, and you want to choose the implementation dynamically without altering the client code. When To Use It? You Have Multiple Algorithms or Behaviors. Use it when you have a need for muplitple ways of performing a task, and you want to make these implementations interchangeable. Examples: Different sorting algorithms, payment methods, discount calculations... You Want to Eliminate Conditional Logic.  If you find yourself writing large if-else or switch statements to decide which algorithm to use, this pattern can simplify and clean up your code. Examples: A game character with different attack styles  You Need Runtime Flexibility.  Use this pattern if the ...

Composition Over Inheritence

Inheritence is often misused or overused or even forced for several reasons, and they are mostly due to education, misunderstanding or habit. Many developers who studied OOP are introduced with inheritence in early stage and then it stays with them as a default way how to build relationships between objects. Escaping this matrix can be quite challenging, as lacking alternative perspectives often leads to the trap of believing that inheritance is the solution to everything. Here, we will try to find the reasoning behind this way of thinking. Historical Influence Early OOP examples often revolved around "is-a" relationships like Car -> Vehicle, Dog -> Animal , reinforcing inheritance as the primary method of code reuse. We can see this in early OOP literature, such as the influential "Gang of Four Design Patterns",  where inheritance is prominently discussed. And then, as a result, developers internalized it as the default design approach. Inheritance = Code Reu...

Design Patterns: Factory Method

Let’s continue our series on design patterns with the Factory Method. Like the  Builder  or  Singleton  patterns we covered in previous posts, the Factory Method is also one of the creational patterns. It introduces a slightly more complex approach, offering a higher level of abstraction for object creation. Additionally, it helps decouple the object creation process from the rest of the application. It can be represented through the following components: Abstract object , which represents the base class for the objects that we want to create Concreate objects , classes that inherit the given base class Creator , abstraction of the classes resposible for the object creation Concreate creators, classes that inherit and implement given creator class Client or Consumer side , parts of the application where we call objects creation Bellow, we will show all these parts in one simple example. using System; // abstract object abstract class Engine { public abstract v...

Design Patterns: Builder

This is also, like a Singleton , one of the creational design patterns. It provides the way of creating complex objects step by step by simple chaining and every particular step is independent of other steps. Let us dive into the real example of usage. For showing purpose we have created an example in C# which creates simple SQL queries using described pattern.  using System; using System.Text; namespace BuilderPatternExample { public interface ISqlQueryBuilder { ISqlQueryBuilder Select(string columns); ISqlQueryBuilder From(string table); ISqlQueryBuilder Where(string condition); ISqlQueryBuilder OrderBy(string columns); string Build(); } public class SelectQueryBuilder : ISqlQueryBuilder { private readonly StringBuilder _queryBuilder; public SelectQueryBuilder() { _queryBuilder = new StringBuilder(); } public ISqlQueryBuilder Select(string columns) { ...

Design Patterns: Singleton

Tyipically the first design pattern most people learn, often wrongly ☺ To give an introduction, we can say that singleton is one of the creational design patterns which ensures only one class instance with single point of access thru entire application.  Because it is relatively simple to implement, the Singleton pattern is sometimes misapplied in situations where it is not the most suitable choice. When to use it? Here are the few examples of corrent usage of singleton: Configuration Management  Centralized configuration settings for consistent use thru entire application Caching Maintaning  Single istance of cached objects for easy and fast acces Logging  Ensure unified mechanism to avoid duplication of log files, formats, etc Global State Management  Centralized management of the state which is needed to be shared accross the application Resource sharing  Thread pools, database connection, I/O operations When not to use it? On the other hand, here are fe...