Design Patterns Online Training using .
NET
New Batch: March 4, 2026, 6:30 AM – 8:00 AM, IST
Duration: 2 Months
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Phone/WhatsApp Number: +91 7021801173
Email ID: info@[Link]
Chapter 1: Introduction to Design Patterns
This chapter introduces design patterns as reusable solutions to common software design problems.
You will understand why poor design leads to rigid and hard-to-maintain applications and how design
patterns help build flexible, scalable, and clean .NET applications. The chapter also explains when
design patterns should be used and when they should be avoided to prevent overengineering.
• What are Design Patterns?
• History of Design Patterns (Gang of Four)
• Why Design Patterns are needed in real-world applications
• Problems caused by bad design
• Benefits of using Design Patterns
• Design Patterns vs Algorithms vs Frameworks
• When to use and when NOT to use Design Patterns
• Real-world examples of Design Patterns in .NET
• Understanding overengineering and misuse of patterns
Chapter 2: Object-Oriented Programming Concepts (OOP)
This chapter revises core OOP concepts that form the foundation of all design patterns. You will learn
how proper object-oriented design helps achieve loose coupling, better reusability, and easier
maintenance, which are essential for applying design patterns correctly.
• What is Object-Oriented Programming?
• Core OOP principles: Encapsulation, Abstraction, Inheritance, Polymorphism
• Object relationships: Association, Aggregation, Composition
• Interface vs Abstract Class
• Composition over inheritance
• Tight coupling vs Loose coupling
• How OOP enables Design Patterns
Chapter 3: SOLID Design Principles
This chapter explains the SOLID principles that guide clean and maintainable object-oriented design.
Students will learn how following SOLID principles reduces code complexity, improves flexibility, and
naturally leads to better use of design patterns in real-world applications.
• Introduction to SOLID Principles
• Single Responsibility Principle (SRP)
• Open/Closed Principle (OCP)
• Liskov Substitution Principle (LSP)
• Interface Segregation Principle (ISP)
• Dependency Inversion Principle (DIP)
• Common SOLID violations and refactoring ideas
• How SOLID principles enable Design Patterns
Chapter 4: Dependency Injection (DI) & Inversion of Control (IoC)
This chapter focuses on reducing tight coupling using Dependency Injection and Inversion of Control.
Students will understand why creating dependencies directly is problematic and how DI improves
testability, flexibility, and maintainability in modern .NET applications.
• What is Inversion of Control?
• Problems with tightly coupled code
• What is Dependency Injection?
• Types of Dependency Injection (Constructor, Property, Method)
• DI lifetimes: Transient, Scoped, Singleton
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• Built-in Dependency Injection in .NET
• Service registration and resolution
• DI best practices
Chapter 5: MVC Pattern
This chapter explains the MVC (Model–View–Controller) pattern as a core architectural pattern used
heavily in [Link] Core applications. Students will learn how MVC separates concerns so UI, business
logic, and request handling don’t get mixed together, making applications easier to maintain, test, and
extend.
• What MVC is and why it exists (separation of concerns)
• Responsibilities of Model, View, and Controller
• Request flow in [Link] Core MVC (routing → controller → view/model)
• Fat controller vs thin controller (best practices)
• Where business logic should live (services, domain layer)
• MVC vs Web API (when to use which)
• Real-world mapping: pages, forms, validations, and action results
Chapter 6: Options Pattern
This chapter teaches how to read [Link] (and other configuration sources) using strongly-
typed classes in [Link] Core. Instead of scattering configuration keys across the codebase, students
learn to bind configuration to typed options, inject them through DI, and validate them cleanly for real-
world applications.
• What Options Pattern is and why it matters in real projects
• Creating options classes (e.g., JwtOptions, EmailOptions, CacheOptions)
• Binding configuration sections to options
• IOptions<T> vs IOptionsSnapshot<T> vs IOptionsMonitor<T> (when to use what)
• Named options (multiple configurations for the same options type)
• Options validation (Data Annotations + custom validation)
• Real-time example: JWT/Auth settings or Email settings via options
Chapter 7: Unit Testing in .NET (xUnit/NUnit + Mocking)
This chapter introduces unit testing in .NET so students can confidently validate business logic and
design decisions. It focuses on writing clean tests, mocking dependencies, testing async code, and
building testable services—skills that directly improve how design patterns are applied in real projects.
• Unit tests vs integration tests vs end-to-end tests
• AAA pattern (Arrange–Act–Assert) and test naming conventions
• Testing services that use DI (mocking dependencies)
• Mocking fundamentals (Moq/NSubstitute concepts)
• Testing async methods and exception scenarios
• What to test and what not to test (avoid testing implementation details)
• Improving design using tests (testability as a design driver)
Chapter 8: GoF Design Patterns Overview
This chapter gives a big-picture view of the GoF patterns and how they are grouped into creational,
structural, and behavioural categories. You will also learn basic UML ideas and a simple approach to
choosing the right pattern for a given problem.
• Gang of Four (GoF) Design Patterns overview
• Classification of GoF patterns
▪ Creational Patterns
▪ Structural Patterns
▪ Behavioural Patterns
• Pattern relationships and combinations
• UML basics used in Design Patterns
• How to select the right pattern for a problem
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CREATIONAL DESIGN PATTERNS
Creational Design Patterns focus on how objects are created. They help you control and simplify
object creation so your code doesn’t depend on concrete classes, making it easier to extend, test, and
manage complex initialization.
Chapter 9: Singleton Pattern
This chapter explains how to ensure only one instance of a class exists and when that is useful in real
applications. You will also learn thread safety, lazy initialization, common problems, and why DI-
managed singletons are often a safer choice.
• Intent and motivation
• Real-world use cases
• Basic Singleton implementation
• Thread-safe Singleton
• Lazy vs Eager initialization
• Singleton pitfalls
• Singleton vs Dependency Injection
• When to avoid Singleton
Chapter 10: Factory Method Pattern
This chapter shows how Factory Method helps create objects without hardcoding concrete classes
everywhere. You will learn how it supports the Open/Closed Principle and makes your code easier to
extend when new types are added.
• Intent and motivation
• Factory Method vs Simple Factory
• Encapsulating object creation
• Open/Closed Principle with Factory Method
• Real-world examples in C#
• Advantages and limitations
Chapter 11: Abstract Factory Pattern
This chapter explains how Abstract Factory creates families of related objects without depending on
their concrete implementations. You will understand how it prevents mixing incompatible objects and is
useful for switching between multiple providers or environments.
• Intent and motivation
• Factory of factories concept
• Creating families of related objects
• Abstract Factory vs Factory Method
• Use cases in UI and database providers
• Advantages and drawbacks
Chapter 12: Builder Pattern
This chapter teaches how Builder helps construct complex objects step by step, especially when many
optional values are involved. You will learn how fluent builders improve readability and how builder
works well with immutable objects.
• Intent and motivation
• Step-by-step object construction
• Immutable objects with Builder
• Fluent Builder pattern
• Builder vs Factory
• Real-world C# examples
Chapter 13: Prototype Pattern
This chapter explains how Prototype creates new objects by cloning existing ones instead of building
from scratch. You will understand shallow vs deep copying and when cloning is a practical solution in
C# applications.
• Intent and motivation
• Object cloning concepts
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• Shallow copy vs Deep copy
• Implementing Prototype in C#
• Use cases and limitations
STRUCTURAL DESIGN PATTERNS
Structural Design Patterns focus on how classes and objects are combined. They help you build
larger structures from smaller parts in a flexible way, so you can add features, integrate systems, and
organize relationships without rewriting existing code.
Chapter 14: Adapter Pattern
This chapter shows how Adapter helps you connect incompatible interfaces, especially when working
with legacy code or third-party libraries. You will learn how adapters allow integration without changing
your core application design.
• Intent and motivation
• Object Adapter vs Class Adapter
• Integrating legacy systems
• Interface compatibility
• Real-world examples
Chapter 15: Bridge Pattern
This chapter explains how Bridge separates abstraction from implementation so both can change
independently. You will see how it avoids too many subclasses when your system has multiple
variations.
• Intent and motivation
• Decoupling abstraction from implementation
• Bridge vs Strategy
• When Bridge pattern is useful
Chapter 16: Composite Pattern
This chapter teaches how Composite helps model tree structures so you can treat single objects and
groups of objects in the same way. You will see real examples like menus, folders, and category
hierarchies.
• Intent and motivation
• Tree structures and hierarchies
• Leaf and Composite object
• Real-world examples (menus, file systems)
Chapter 17: Decorator Pattern
This chapter explains how Decorator adds extra behaviour to an object without changing its class. You
will learn practical uses like adding logging, caching, validation, or retry behaviour in a clean and flexible
way.
• Intent and motivation
• Extending behaviour dynamically
• Decorator vs Inheritance
• Real-world scenarios (logging, caching)
Chapter 18: Facade Pattern
This chapter shows how Facade provides a simple entry point to a complex subsystem. You will learn
how it hides internal complexity and makes modules easier for other developers to use.
• Intent and motivation
• Simplifying complex subsystems
• Facade vs Adapter
• Use cases in layered architectures
Chapter 19: Flyweight Pattern
This chapter explains how Flyweight reduces memory usage when many similar objects are created.
You will understand intrinsic vs extrinsic state and when this optimization is actually worth using.
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• Intent and motivation
• Memory optimization
• Intrinsic vs Extrinsic state
• Performance considerations
Chapter 20: Proxy Pattern
This chapter teaches how Proxy controls access to another object by acting as a wrapper. You will learn
common types like virtual, protection, and remote proxies, and how they help with lazy loading and
security.
• Intent and motivation
• Types of proxies
▪ Virtual Proxy
▪ Protection Proxy
▪ Remote Proxy
• Real-world examples (lazy loading, security)
BEHAVIORAL DESIGN PATTERNS
Behavioural Design Patterns focus on how objects communicate and share responsibilities. They
help you manage interactions, workflows, and decision-making logic cleanly, reducing large conditional
code and making behaviour easier to change or extend.
Chapter 21: Chain of Responsibility Pattern
This chapter explains how requests can pass through a pipeline of handlers until one handles them.
You will relate it to [Link] Core middleware and see how it makes validation and processing logic
easier to extend.
• Intent and motivation
• Request handling pipeline
• Middleware analogy
• Real-world use cases
Chapter 22: Command Pattern
This chapter shows how Command turns actions into objects so they can be queued, logged, or undone.
You will understand how it separates the requester from the executor and supports workflows like
undo/redo.
• Intent and motivation
• Encapsulating requests
• Undo/Redo functionality
• Command vs Strategy
Chapter 23: Iterator Pattern
This chapter explains how Iterator allows safe traversal of collections without exposing their internal
structure. You will learn how it relates to foreach and when custom iterators are useful.
• Intent and motivation
• Traversing collections
• Custom iterators
• Iterator vs foreach
Chapter 24: Mediator Pattern
This chapter teaches how Mediator reduces direct communication between many objects by introducing
a central coordinator. You will see how this simplifies complex interactions and improves maintainability.
• Intent and motivation
• Reducing object coupling
• Centralized communication
• Real-world scenarios
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Chapter 25: Memento Pattern
This chapter explains how Memento captures an object’s state so it can be restored later without
breaking encapsulation. You will see how it supports undo features and safe rollback scenarios.
• Intent and motivation
• Capturing object state
• Undo mechanisms
• Encapsulation preservation
Chapter 26: Observer Pattern
This chapter shows how Observer lets objects subscribe and react when something changes. You will
connect it to .NET events and delegates and understand how it differs from pub-sub messaging.
• Intent and motivation
• Event-driven programming
• .NET events and delegates
• Observer vs Pub-Sub
Chapter 27: State Pattern
This chapter explains how State changes an object’s behaviour based on its current state without large
if-else blocks. You will see how it simplifies workflows like order processing or approval systems.
• Intent and motivation
• State transitions
• Eliminating conditional logic
• Real-world examples
Chapter 28: Strategy Pattern
This chapter teaches how Strategy allows switching between different algorithms at runtime. You will
see how it is useful for business rules like pricing, discounts, and routing decisions.
• Intent and motivation
• Dynamic algorithm selection
• Strategy vs State
• Use cases in business rules
Chapter 29: Interpreter Pattern
This chapter introduces Interpreter for evaluating expressions based on a simple grammar. You will
learn where it is useful for rule evaluation and why it becomes difficult for complex languages.
• Intent and motivation
• Expression evaluation
• Grammar representation
• Practical limitations
Chapter 30: Template Method Pattern
This chapter explains how Template Method defines a fixed workflow while allowing certain steps to be
customized. You will understand how it helps reuse common process logic in a controlled way.
• Intent and motivation
• Defining algorithm skeletons
• Hook methods
• Template vs Strategy
Chapter 31: Visitor Pattern
This chapter teaches how Visitor adds new operations to an existing object structure without modifying
the objects. You will understand the idea of double dispatch and why Visitor can be powerful but
complex.
• Intent and motivation
• Adding operations without modification
• Double dispatch concept
• Use cases and drawbacks
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Chapter 32: Repository, Generic Repository & Unit of Work
This chapter explains how Repository separates business logic from data access so code becomes
cleaner and testable. You will also learn how Generic Repository and Unit of Work handle common
CRUD and transaction scenarios, along with best practices to avoid misuse.
• What is Repository Pattern?
• Purpose and benefits
• Generic Repository Pattern
• Limitations of Generic Repository
• Unit of Work Pattern
• Transaction management
• Repository + Unit of Work with EF Core
• Best practices and anti-patterns
Chapter 33: CQRS (Command Query Responsibility Segregation)
This chapter explains how CQRS separates write operations from read operations to make systems
clearer and easier to scale. You will learn commands vs queries, read vs write models, and when CQRS
is unnecessary for smaller applications.
• What is CQRS?
• Commands vs Queries
• Read model vs Write model
• Benefits of CQRS
• CQRS with and without MediatR
• When CQRS should NOT be used
Chapter 34: Result Pattern (Success/Failure Without Exceptions)
This chapter explains how to return success/failure outcomes from services and CQRS handlers using
a consistent Result / Result<T> approach. Students learn how to avoid exception-driven control flow for
expected failures and how to produce clean, predictable API responses with structured error messages.
• Why Result Pattern is needed (clean success/failure flow)
• Result vs Result<T> and what fields to include (message, error code, errors list)
• Validation errors using Result Pattern (without exceptions)
• Mapping Result to HTTP responses in Web API (200/400/404/409 patterns)
• Chaining results and early returns for clean service logic
• Using Result Pattern inside CQRS command handlers
• Best practices for consistent error handling across microservices
Chapter 35: Event-Driven Design Patterns
This chapter introduces event-driven architecture where systems communicate using events rather than
direct calls. You will learn publish-subscribe, event notification, event-carried state transfer, and how
patterns like Saga help manage long-running workflows.
• What is Event-Driven Architecture?
• Events vs Commands vs Messages
• Publish-Subscribe Pattern
• Event Notification Pattern
• Event-Carried State Transfer
• Saga Pattern (intro)
• Real-world event-driven systems
Chapter 36: Retry / Circuit Breaker Patterns (Resilience Patterns)
This chapter teaches resilience patterns that make services stable under failures like timeouts,
transient network errors, and downstream outages. Students will learn how Retry and Circuit Breaker
help keep systems responsive and prevent cascading failures in microservices-based .NET
applications.
• What “transient failures” are and why resilience matters
• Retry pattern: when retry helps and when it makes things worse
• Exponential backoff and jitter (conceptual understanding)
• Circuit Breaker pattern: closed/open/half-open states
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• Preventing cascading failures in microservices
• Timeouts + retries: the correct pairing
• Observability: logging/metrics around retries and breaker trips
• Real-world usage in .NET (concept mapping to Polly-style policies)
Chapter 37: Rate Limiting / Throttling Pattern
This chapter explains how Rate Limiting / Throttling protects APIs from abuse and traffic spikes by
controlling how many requests a client can make in a time window. Students will learn common
strategies and where to apply them (API Gateway, reverse proxy, or service-level) in real .NET systems.
• Rate limiting vs throttling (what each means in practice)
• Why it’s needed (DDoS-ish bursts, bot traffic, noisy tenants, cost control)
• Common strategies: fixed window, sliding window, token bucket, leaky bucket (high level)
• Per-IP, per-user, per-API-key, per-tenant limits
• Handling limits gracefully (HTTP 429, retry-after idea)
• Where to implement: API Gateway vs per service
• Rate limiting + authentication/authorization flow (concept)
• Real-world use cases: login endpoints, OTP, search APIs, public APIs
Chapter 38: Clean Architecture
This chapter teaches how to structure an application so the domain and business rules stay
independent of frameworks and databases. You will learn the dependency rule, layers, and how Clean
Architecture fits naturally with [Link] Core projects.
• What is Clean Architecture?
• Uncle Bob’s Dependency Rule
• Clean Architecture layers
• Domain-centric design
• Role of DTOs and use cases
• Clean Architecture with [Link] Core
Chapter 39: Onion Architecture
This chapter explains Onion Architecture, where the domain sits at the center and all dependencies
point inward. You will learn how it compares with Clean Architecture and when it provides a clean
structure for enterprise applications.
• What is Onion Architecture?
• Core domain at the center
• Dependency flow
• Onion vs Clean Architecture
• Benefits and drawbacks
Chapter 40: Domain-Driven Design (DDD) Architecture
This chapter introduces DDD as a way to model software based on real business concepts, not
database tables. You will learn key building blocks like entities, value objects, aggregates, and bounded
contexts, and also understand when DDD is overkill.
• What is DDD?
• Strategic vs Tactical DDD
• Core DDD concepts
▪ Entities
▪ Value Objects
▪ Aggregates
▪ Repositories
▪ Domain Services
• Bounded Context
• DDD with Clean Architecture
• When DDD is overkill
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