static void Main(string[] args) { ICarSupplier objCarSupplier = CarFactory.GetCarInstance(2); objCarSupplier.GetCarModel(); Console.WriteLine("And Coloar is " + objCarSupplier.CarColor); Console.ReadLine(); }
/// <summary> /// Acts as the client in the Proxy Pattern /// </summary> private static void ProxyPattern() { Console.WriteLine("===== Proxy Pattern Example ====="); Console.WriteLine("Starting the car as a buyer."); ICar boughtCar = CarFactory.GetCar(DriverType.Buyer); // Returns a proxy boughtCar.Start(); // Car starts (passes security check in the proxy) Console.WriteLine("Starting the car as a demo driver."); ICar demoCar = CarFactory.GetCar(DriverType.Demo); // Returns a subject demoCar.Start(); // Car starts (the subject does not have a security check) Console.WriteLine("Starting the car as a theft."); ICar stolenCar = CarFactory.GetCar(DriverType.Theft); // Returns a proxy stolenCar.Start(); // Car does not start (fails security check in the proxy) Console.WriteLine(); }
/// <summary> /// Client /// </summary> /// <param name="args"></param> static void Main(string[] args) { var superBuilder = new SuperCarBuilder(); var notSuperBuilder = new NotSoSuperCarBuilder(); var factory = new CarFactory(); var builders = new List <CarBuilder> { superBuilder, notSuperBuilder }; foreach (var bld in builders) { var c = factory.Build(bld); Console.WriteLine($"The car requested by {bld.GetType().Name}: " + $"\n------------------" + $"\n Horse power: {c.HorsePower}" + $"\n Impressive feature: {c.MostImpressiveFeature}" + $"\n Top Speed: {c.TopSpeedMPH} mph\n"); } Console.ReadLine(); }
static void Main(string[] args) { #region Decorator - Using Composition to limit inheritance and simplify object relationships easier to maintain and manage. //Inside ConcreteDecorator any number of features can be added to the car and price for the car can be updated. Decorator.Component.Car sampleCar = new CompactCar(); sampleCar = new LeatherSeats(sampleCar); Console.WriteLine(sampleCar.GetDescription()); Console.WriteLine($"{sampleCar.GetCarPrice():C2}"); #endregion #region Observer - Change in one object causes a change or action in another. var trump = new Trump("I love my wife"); var firstFan = new Fan("Rohit"); var secondFan = new Fan("Ram"); trump.AddFollower(firstFan); trump.AddFollower(secondFan); trump.Tweet = "I hate media"; #endregion #region Builder Pattern- Separate and reuse a specific process to build an object /use when constructing a complex object //Director- construct () //Builder - Build part //CarBuilder to construct two types of cars //override the method of building a car in separate classes which derive from an abstract carbuilder //create a list of carbuilder objects to specify the current known types of cars that can be built //create a factory var superBuilder = new SuperCarBuilder(); var notSoSsuperBuilder = new NotSoSuperCarBuilder(); var factory = new CarFactory(); var builders = new List <CarBuilder> { superBuilder, notSoSsuperBuilder }; foreach (var b in builders) { var c = factory.Build(b); Console.WriteLine($"The car requested by " + $"{b.GetType().Name}:" + Environment.NewLine + $"Horse Power: {c.HorsePower}" + Environment.NewLine + $"Impressive feature: {c.MostImpressiveFeature}" + Environment.NewLine + $"Top speed: {c.TopSpeedMPH} mph" + Environment.NewLine); } #endregion #region Bridge Pattern- Used to separate an abstraction from its implementation so both can be modified independently //Sending messages from sms or service without each affecting the other IMessageSender text = new TextSender(); IMessageSender web = new WebServiceSender(); Message message = new SystemMessage(text); message.Subject = "A message"; message.Body = "hi there, please know this"; message.MessageSender = text; message.Send(); message.MessageSender = web; message.Send(); #endregion #region Chain of responsibility- Chain the receiving objects and pass the request along the chain until an object handles it. //Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request Approver Bobby = new Director(); Approver Sunny = new VicePresident(); Approver Dharam = new President(); Bobby.SetSuccessor(Sunny); Sunny.SetSuccessor(Dharam); Purchase P = new Purchase() { Amount = 10000, Number = 1 }; Bobby.ProcessRequest(P); #endregion #region Command - Wrap request as an object to be implemented later or invoke at different points in time. //Encapsulate a request as an object, thereby letting you parameterize clients with different requests -queue or log and support undoable operations //Use an object to store required information to perform an action at any point in time. var user = new User(); user.Compute('+', 100); user.Compute('-', 50); user.Compute('*', 10); user.Compute('/', 2); //undo user.Undo(4); //Redo user.Redo(3); #endregion Console.ReadLine(); }
static void Main(string[] args) { #region Creational Patterns //Singleton Singleton singleton = Singleton.GetInstance(); singleton.someUsefulCode(); Separate(); //Builder Item ciastko = new ItemBuilder(0).SetName("Ciastko").SetType("Food").build(); Console.WriteLine($"{ciastko.id}. {ciastko.name}, {ciastko.type}"); Separate(); //Prototype Person person = new Person(1, 15, "John"); Person shallowCopy = (Person)person.ShallowCopy(); Person deepCopy = (Person)person.DeepCopy(); Console.WriteLine(person); Console.WriteLine(shallowCopy); Console.WriteLine(deepCopy); person.name = "Max"; person.age = 20; person.id = new IdInfo(99); Console.WriteLine(person); Console.WriteLine(shallowCopy); Console.WriteLine(deepCopy); Separate(); //AbstractFactory Car miniCar = CarFactory.CarBuilder(CarType.MINI); Car lumiCar = CarFactory.CarBuilder(CarType.LUXURY); Separate(); //FactoryPattern ShapeFactory shapeFactory = new ShapeFactory(); Shape circle = shapeFactory.GetShape("circle"); circle.print(); Separate(); //ObjectPool SomeObject so1 = Pool.GetObject(); SomeObject so2 = Pool.GetObject(); Pool.ReleaseObject(so1); SomeObject so3 = Pool.GetObject(); Console.WriteLine($"so1: {so1}"); Console.WriteLine($"so2: {so2}"); Console.WriteLine($"so3: {so3}"); Separate(); #endregion #region Structural Patterns //Adapter OldClass oldClass = new OldClass(); IWrite write = new Adapter(oldClass); write.PrintMessage(); Separate(); //Bridge Thing triangle = new Ball(new Blue()); triangle.print(); Separate(); //Composite Component leaf1 = new Leaf("leaf1"); Component leaf2 = new Leaf("leaf2"); Component leaf3 = new Leaf("leaf3"); Component branch1 = new Composite("branch1"); branch1.Add(leaf1); branch1.Add(leaf2); Component root = new Composite("root"); root.Add(branch1); root.Add(leaf3); root.Display(1); Separate(); //Decorator Weapon weapon = new BaseWeapon(); weapon.shot(); Weapon modifiedWeapon = new Stock(weapon); modifiedWeapon.shot(); Separate(); //Facade Student student = new Student(); student.StartLearning(); student.EndLearning(); Separate(); //Flyweight Particle p1 = ParticleFactory.getSmallParticle("red"); //new key Particle p2 = ParticleFactory.getSmallParticle("red"); //no new one Particle p3 = ParticleFactory.getSmallParticle("blue"); //new key Separate(); //Proxy IBank proxyBank = new ProxyBank(); proxyBank.Pay(); Separate(); #endregion #region Behavioral Patterns //ChainOfResponsibility Chain chain = new Chain(); chain.Process(5); Separate(); //Command var modifyPrice = new ModifyPrice(); var product = new Product("Brick", 200); Console.WriteLine(product); modifyPrice.SetCommandAndInvoke(new ProductCommand(product, PriceAction.Increase, 50)); Console.WriteLine(product); Separate(); //Iterator CarRepository carRepository = new CarRepository(new string[] { "Renault", "BMW", "VW" }); for (IIterator i = carRepository.GetIterator(); i.hasNext();) { Console.WriteLine($"Car: {i.next()}"); } Separate(); //Mediator Mediator mediator = new RealMediator(); APerson jhon = new RealPerson(mediator, "Jhon"); APerson max = new RealPerson(mediator, "Max"); APerson emma = new RealPerson(mediator, "Emma"); mediator.AddPerson(jhon); mediator.AddPerson(max); mediator.AddPerson(emma); jhon.Send("I'm a jhon and this is my message! "); emma.Send("henlo"); Separate(); //Memento Localization localization = new Localization("NY", 123, 111); LocalizationSnapshot snapshot = localization.CreateSnapshot(); Console.WriteLine(localization); localization.City = "Berlin"; localization.X = 999; Console.WriteLine(localization); snapshot.Restore(); Console.WriteLine(localization); Separate(); //Observer Customer james = new Customer("James"); Customer william = new Customer("William"); Customer evelyn = new Customer("Evelyn"); Shop grocery = new Shop("YourFood"); Shop DIYshop = new Shop("Tooler"); grocery.AddSubscriber(james); grocery.AddSubscriber(william); grocery.AddSubscriber(evelyn); DIYshop.AddSubscriber(james); DIYshop.AddSubscriber(william); grocery.AddMerchandise(new Merchandise("pizza", 19)); DIYshop.AddMerchandise(new Merchandise("hammer", 399)); Separate(); //State AudioPlayer ap = new AudioPlayer(); ap.ClickPlay(); ap.ClickLock(); ap.ClickPlay(); ap.ClickPlay(); ap.ClickPlay(); ap.ClickLock(); ap.NextSong(); ap.PreviousSong(); Separate(); //Strategy Calculator calculator = new Calculator(new AddingStrategy()); calculator.Calculate(5, 2); calculator.ChangeStrategy(new SubtractingStrategy()); calculator.Calculate(5, 2); Separate(); //TemplateMethod Algorithm a1 = new AlgorithmWithStep2(); a1.Execute(); Algorithm a2 = new AlgorithmWithStep2and3(); a2.Execute(); Separate(); //Visitor ElementA ea = new ElementA("ElementA"); ElementA eb = new ElementA("ElementB"); Visitor1 v1 = new Visitor1(); Visitor2 v2 = new Visitor2(); ea.Accept(v1); ea.Accept(v2); eb.Accept(v1); eb.Accept(v2); #endregion }