Home > Store

C# Design Patterns: A Tutorial

Register your product to gain access to bonus material or receive a coupon.

C# Design Patterns: A Tutorial

eBook (Watermarked)

  • Your Price: $44.79
  • List Price: $55.99
  • Includes EPUB, MOBI, and PDF
  • About eBook Formats
  • This eBook includes the following formats, accessible from your Account page after purchase:

    ePub EPUB The open industry format known for its reflowable content and usability on supported mobile devices.

    MOBI MOBI The eBook format compatible with the Amazon Kindle and Amazon Kindle applications.

    Adobe Reader PDF The popular standard, used most often with the free Adobe® Reader® software.

    This eBook requires no passwords or activation to read. We customize your eBook by discreetly watermarking it with your name, making it uniquely yours.


  • Copyright 2003
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-265114-9
  • ISBN-13: 978-0-13-265114-1

Design patterns are elegant, adaptable, and reusable solutions to everyday software development problems. Programmers use design patterns to organize objects in programs, making them easier to write and modify. C# Design Patterns: A Tutorial is a practical guide to writing C# programs using the most common patterns.

This tutorial begins with clear and concise introductions to C#, object-oriented programming and inheritance, and UML diagrams. Each chapter that follows describes one of twenty-three design patterns, recommends when to use it, and explains the impact that it will have on the larger design. The use of every pattern is demonstrated with simple example programs. These programs are illustrated with screen shots and UML diagrams displaying how the classes interact.

Design patterns will have an immediate impact on your work as you learn the following:

  • Applying design patterns effectively in your day-to-day programming
  • Using patterns to create sophisticated, robust C# programs
  • The interaction of classes as demonstrated by UML diagrams
  • Advancing your programming skills using design patterns

Design patterns will not only enhance your productivity, but once you see how quickly and easily object-oriented code can be recycled, they will become an everyday part of your C# programming.

Sample Content

Table of Contents




1. What Are Design Patterns?

Defining Design Patterns.

The Learning Process.

Studying Design Patterns.

Notes on Object-Oriented Approaches.

C# Design Patterns.

How This Book Is Organized.

2. Syntax of the C# Language.

Data Types.

Converting between Numbers and Strings.

Declaring Multiple Variables.

Numeric Constants.

Character Constants.


Declaring Variables as You Use Them.

Multiple Equals Signs for Initialization.

A Simple C# Program.

Arithmetic Operators.

Increment and Decrement Operators.

Combining Arithmetic and Assignment Statements.

Making Decisions in C#.

Comparison Operators.

Combining Conditions.

The Most Common Mistake.

The Switch Statement.

C# Comments.

The Ornery Ternary Operator.

Looping Statements in C#.

The While Loop.

The Do-While Statement.

The For Loop.

Declaring Variables as Needed in For Loops.

Commas in For Loop Statements.

How C# Differs from C.

How C# Differs from Java.


3. Writing Windows C# Programs.

Objects in C#.

Managed Languages and Garbage Collection.

Classes and Namespaces in C#.

Building a C# Application.

The Simplest Window Program in C#.

Windows Controls.





Radio Buttons.

ListBoxes and ComboBoxes.

The Items Collection.



The Windows Controls Program.


Programs on the CD-ROM.

4. Using Classes and Objects in C#.

What Do We Use Classes For?

A Simple Temperature Conversion Program.

Building a Temperature Class.

Converting to Kelvin.

Putting the Decisions into the Temperature Class.

Using Classes for Format and Value Conversion.

Handling Unreasonable Values.

A String Tokenizer Class.

Classes as Objects.

Class Containment.


Classes and Properties.

Programming Style in C#.



Operator Overloading.


Programs on the CD-ROM.

5. Inheritance.


Drawing and Graphics in C#.

Using Inheritance.


Creating a Square from a Rectangle.

Public, Private, and Protected.


Virtual and Override Keywords.

Overriding Methods in Derived Classes.

Replacing Methods Using New.

Overriding Windows Controls.


Abstract Classes.

Comparing Interfaces and Abstract Classes.


Programs on the CD-ROM.

6. UML Diagrams.





WithClass UML Diagrams.

C# Project Files.

7. Arrays, Files, and Exceptions in C#.


Collection Objects.





Multiple Exceptions.

Throwing Exceptions.

File Handling.

The File Object.

Reading a Text File.

Writing a Text File.

Exceptions in File Handling.

Testing for End of File.

A csFile Class.

Program on the CD-ROM.


8. The Simple Factory Pattern.

How a Simple Factory Works.

Sample Code.

The Two Derived Classes.

Building the Simple Factory.

Using the Factory.

Factory Patterns in Math Computation.


Thought Questions.

Programs on the CD-ROM.

9. The Factory Method.

The Swimmer Class.

The Events Classes.



Our Seeding Program.

Other Factories.

When to Use a Factory Method.

Thought Question.

Program on the CD-ROM.

10. The Abstract Factory Pattern.

A GardenMaker Factory.

The PictureBox.

Handling the RadioButton and Button Events.

Adding More Classes.

Consequences of Abstract Factory.

Thought Question.

Program on the CD-ROM.

11. The Singleton Pattern.

Creating Singleton Using a Static Method.

Exceptions and Instances.

Throwing the Exception.

Creating an Instance of the Class.

Providing a Global Point of Access to a Singleton.

Other Consequences of the Singleton Pattern.

Programs on the CD-ROM.

12. The Builder Pattern.

An Investment Tracker.

The Stock Factory.

The CheckChoice Class.

The ListboxChoice Class.

Using the Items Collection in the ListBox Control.

Plotting the Data.

The Final Choice.

Consequences of the Builder Pattern.

Thought Questions.

Program on the CD-ROM.

13. The Prototype Pattern.

Cloning in C#.

Using the Prototype.

Cloning the Class.

Using the Prototype Pattern.

Dissimilar Classes with the Same Interface.

Prototype Managers.

Consequences of the Prototype Pattern.

Thought Question.

Programs on the CD-ROM.

Summary of Creational Patterns.


14. The Adapter Pattern.

Moving Data between Lists.

Making an Adapter.

Using the DataGrid.

Detecting Row Selection.

Using a TreeView.

The Class Adapter.

Two-Way Adapters.

Object versus Class Adapters in C#.

Pluggable Adapters.

Thought Question.

Programs on the CD-ROM.

15. The Bridge Pattern.

The Bridger Interface.

The VisList Classes.

The Class Diagram.

Extending the Bridge.

Windows Forms as Bridges.

Consequences of the Bridge Pattern.

Thought Question.

Programs on the CD-ROM.

16 The Composite Pattern.

An Implementation of a Composite.

Computing Salaries.

The Employee Classes.

The Boss Class.

Building the Employee Tree.


Doubly Linked Lists.

Consequences of the Composite Pattern.

A Simple Composite.

Composites in .NET.

Other Implementation Issues.

Thought Questions.

Programs on the CD-ROM.

17. The Decorator Pattern.

Decorating a CoolButton.

Handling Events in a Decorator.

Layout Considerations.

Control Size and Position.

Multiple Decorators.

Nonvisual Decorators.

Decorators, Adapters, and Composites.

Consequences of the Decorator Pattern.

Thought Questions.

Programs on the CD-ROM.

18. The Facade Pattern.

What Is a Database?

Getting Data Out of Databases.

Kinds of Databases.


Database Structure.

Using ADO.NET.

Connecting to a Database.

Reading Data from a Database Table.

Executing a Query.

Deleting the Contents of a Table.

Adding Rows to Database Tables Using ADO.NET.

Building the Facade Classes.

Building the Price Query.

Making the ADO.NET Facade.

The DBTable Class.

Creating Classes for Each Table.

Building the Price Table.

Loading the Database Tables.

The Final Application.

What Constitutes the Facade?

Consequences of the Facade.

Thought Question.

Program on the CD-ROM.

19. The Flyweight Pattern.


Example Code.

The Class Diagram.

Selecting a Folder.

Handling the Mouse and Paint Events.

Flyweight Uses in C#.

Sharable Objects.

Copy-on-Write Objects.

Thought Question.

Program on the CD-ROM.

20. The Proxy Pattern.

Sample Code.

Proxies in C#.


Comparison with Related Patterns.

Thought Question.

Program on the CD-ROM.

Summary of Structural Patterns.


21. Chain of Responsibility.


Sample Code.


Programming a Help System.

Receiving the Help Command.

A Chain or a Tree?

Kinds of Requests.

Examples in C#.

The Chain of Responsibility.

Thought Question.

Programs on the CD-ROM.

22. The Command Pattern.


Command Objects.

Building Command Objects.

Consequences of the Command Pattern.

The CommandHolder Interface.

Providing Undo.

Thought Questions.

Programs on the CD-ROM.

23. The Interpreter Pattern.



A Simple Report Example.

Interpreting the Language.

Objects Used in Parsing.

Reducing the Parsed Stack.

Implementing the Interpreter Pattern.

The Syntax Tree.

Consequences of the Interpreter Pattern.

Thought Question.

Program on the CD-ROM.

24. The Iterator Pattern.


Sample Iterator Code.

Fetching an Iterator.

Filtered Iterators.

The Filtered Iterator.

Keeping Track of the Clubs.

Consequences of the Iterator Pattern.

Programs on the CD-ROM.

25. The Mediator Pattern.

An Example System.

Interactions between Controls.

Sample Code.

Initialization of the System.

Mediators and Command Objects.

Consequences of the Mediator Pattern.

Single Interface Mediators.

Implementation Issues.

Program on the CD-ROM.

26. The Memento Pattern.



Sample Code.

A Cautionary Note.

Command Objects in the User Interface.

Handling Mouse and Paint Events.

Consequences of the Memento.

Thought Question.

Program on the CD-ROM.

27. The Observer Pattern.

Watching Colors Change.

The Message to the Media.

Consequences of the Observer Pattern.

Program on the CD-ROM.

28. The State Pattern.

Sample Code.

Switching between States.

How the Mediator Interacts with the StateManager.

The ComdToolBarButton.

Handling the Fill State.

Handling the Undo List.

The VisRectangle and VisCircle Classes.

Mediators and the God Class.

Consequences of the State Pattern.

State Transitions.

Thought Questions.

Program on the CD-ROM.

29 The Strategy Pattern.


Sample Code.

The Context.

The Program Commands.

The Line and Bar Graph Strategies.

Drawing Plots in C#.

Making Bar Plots.

Making Line Plots.

Consequences of the Strategy Pattern.

Program on the CD-ROM.

30. The Template Method Pattern.


Kinds of Methods in a Template Class.

Sample Code.

Drawing a Standard Triangle.

Drawing an Isosceles Triangle.

The Triangle Drawing Program.

Templates and Callbacks.

Summary and Consequences.

Programs on the CD-ROM.

31. The Visitor Pattern.


When to Use the Visitor Pattern.

Sample Code.

Visiting the Classes.

Visiting Several Classes.

Bosses Are Employees, Too.

Catch-All Operations with Visitors.

Double Dispatching.

Why Are We Doing This?

Traversing a Series of Classes.

Consequences of the Visitor Pattern.

Thought Question.

Program on the CD-ROM.

Index. 0201844532T08292002


Submit Errata

More Information

Unlimited one-month access with your purchase
Free Safari Membership