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Learning Design Patterns in Unity

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0% found this document useful (0 votes)
13 views1 page

Learning Design Patterns in Unity

Uploaded by

userab2711
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

The best way to learn design pattern is by doing a project.

If you learn something


with a project you learn quickly and you learn to the point. So in this training
series we have started with 10 labs which completes a customer data entry screen
and implements some important patterns like Factory , Repository , Unit of work ,
Decorator , Iterator , Mediator and so on.

One of the shortcomings of learning with a project is you can not implement all
design patterns in one project. So to cover them i have also created individual
videos for each design pattern. These specific videos goes more in-depth in to
those individual design pattern videos.

In this syllabus i have also stressed on architectural concepts like DI , IOC ,


SOLID principles , Micro services architecture and so on.

Below is a the full syllabus of this course :-


Lab 1: - Project kick start with requirement , planning and initial coding(Factory
pattern,Lazy Pattern and RIP Pattern).
Lab 2: - Unity, Strategy, IOC, SRP and SOC.
Lab 3: - Template pattern and Repository pattern with [Link].
Lab 4: - Adapter Pattern and Repository with EF
Lab 5: - UOW(Unit of Work)
Lab 6: - Decorator Pattern
Lab 7: - Iterator Pattern
Lab 8: - Prototype and Memento Pattern
Lab 9: - Implementing complex object creation using Factory Method
Lab 10: - Implementing NULL design pattern and Mediator pattern.
Explain SOLID?
Factory pattern and Abstract Factory Pattern
Builder Pattern
Prototype Pattern
Singleton Pattern
Adapter Pattern
Bridge Pattern
Composite Pattern
Decorator Pattern
Facade Pattern
Flyweight Pattern
Proxy Pattern
Mediator Pattern
Memento Pattern
Interpreter Pattern
Iterator Pattern
COR Pattern
Command Pattern
State Pattern
Strategy Pattern
Observer Pattern
Template Pattern
Visitor Pattern
Explain IOC(Inversion of Control)?
Dependency Injection
Fluent interface and method chaining
Lazy Loading
Explain RIP(Replace IF with Polymorphism) Pattern?
Immutable object design pattern
Explain Null Design Pattern and its usage.
What is Microservices Architecture?

Common questions

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The Decorator pattern enhances functionality by providing a flexible alternative to subclassing for extending functionalities. It involves wrapping the original object with a set of decorator objects, each adding new behaviors without changing the original class structure . This pattern allows for the dynamic composition of behaviors, facilitating the addition, removal, or combination of responsibilities at runtime, which supports the Open/Closed Principle by enabling new functionalities without altering the existing code base .

The Unit of Work (UOW) pattern acts as a transactional manager, coordinating the work of multiple operations to ensure atomicity and consistency in database transactions. By tracking changes in a business transaction and ensuring these changes are committed or rolled back collectively, it minimizes potential data inconsistencies . The UOW pattern's role is crucial for managing complex data operations, as it delineates a clear, atomic unit of modification within the system that maintains transactional integrity .

The Factory pattern contributes to software design by providing a method for creating objects without specifying their exact class. It enhances encapsulation by delegating the instantiation logic to subclasses, making the codebase easier to extend and maintain . The difference from the Abstract Factory pattern lies in scale and purpose: while the Factory pattern is typically used for creating one kind of object, the Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes, promoting consistency and coherence in application design .

The Iterator pattern streamlines access by providing a standard way to traverse elements of a collection without exposing the underlying representation. It solves the problem of iterating over complex data structures without coupling the algorithms to the data structures they operate on . By encapsulating the iteration logic, this pattern promotes better modularity and separation of concerns, allowing collections to be iterated in a consistent and simplified manner .

The Null Object pattern provides a non-functional 'empty' object that adheres to expected interfaces and contracts, which simplifies handling of null references by reducing the need for repetitive null checks. This leads to cleaner code, enhances readability, and promotes adherence to the Open/Closed Principle by permitting new behaviors without altering existing code . By modeling the absence of an object, it also minimizes the likelihood of NullPointerExceptions, contributing to robust error handling .

The Adapter pattern addresses the challenge of integrating incompatible interfaces by acting as a conduit between disparate systems or components that otherwise cannot communicate. This is achieved by employing an adapter class that translates the interface of a class into one that a client expects, allowing for seamless integration and compatibility . It overcomes challenges by enabling legacy code to work with new systems without modification, ensuring backward compatibility and fostering a modular system architecture . This pattern is crucial in situations where the introduction of new interfaces could break existing code without the adaptation layer .

A project-based approach aids the learning of design patterns by allowing learners to apply concepts contextually, providing practical experience and reinforcing theoretical knowledge. This method promotes active learning, where learners can quickly spot gaps in their understanding and solidify their skills by implementing patterns such as Factory, Repository, and others directly in the project . However, one limitation is the inability to cover all design patterns within a single project. Consequently, this necessitates supplementary materials such as individual videos for each design pattern to ensure a comprehensive understanding .

Dependency Injection is a design pattern that implements Inversion of Control (IOC) by removing the creation and maintenance of dependent objects from the class that uses them. This is achieved by 'injecting' dependencies externally, either through constructors, setters, or interfaces, thus enhancing modularity and testability . IOC is a broader principle where the control of object creation and binding is inverted from the class to a container or framework, such that the class dependencies are supplied at runtime, encouraging loosely coupled design .

The SOLID principles are a set of five design principles aimed at making software designs more understandable, flexible, and maintainable. They include: Single Responsibility Principle, Open/Closed Principle, Liskov Substitution Principle, Interface Segregation Principle, and Dependency Inversion Principle . These principles are emphasized in architectural training because they encourage the development of robust, scalable, and adaptable software systems, crucial for building compliant and modular software architectures such as Microservices .

The Strategy pattern defines a family of algorithms, encapsulating each one and making them interchangeable based on the client's requirements. It promotes flexibility by allowing the algorithm to be selected at runtime and enhances reusability by encouraging the encapsulation of behaviors in separate strategy classes . Furthermore, the Strategy pattern follows the Open/Closed Principle, as it allows new algorithms to be introduced without altering the classes that use them . This helps in maintaining a codebase that is both scalable and adaptable to changing requirements .

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