Design Pattern Part–3.


Adapter Pattern Two different objects have unfriendly interfaces and then we introduce adapter to communicate and interact between them without any changes to the existing interface of the two objects. Adapter converts the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. An … Continue reading Design Pattern Part–3.

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Design Patterns Part – 2


Abstract Factory A factory class helps us to centralize the creation of classes and types. Abstract factory helps us to bring uniformity between related factory patterns which leads more simplified interface for the client. Abstract factory expands on the basic factory pattern. Abstract factory helps us to unite similar factory pattern classes in to one … Continue reading Design Patterns Part – 2

S.O.L.I.D. Design Principles.


S.O.L.I.D. Design principles suggest that the Individual pieces / building blocks of software should be of solid quality and highly accurate in design. For e.g. build blocks of rockets or Formula 1 car. The high quality software should follow principles of SOLID design principles by Martin R Fowler. The solid principles depend on the following … Continue reading S.O.L.I.D. Design Principles.

Design Pattern Part – 1


Design patterns are documented tried and tested solutions for recurring software problems in a given design context. So basically you have a problem to be solved and the proposed solution in the form of design pattern for the same problem. Design patterns existed in some or other form right from the inception stage of software … Continue reading Design Pattern Part – 1