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submitted by CumpsD CumpsD 11 days, 22 hours ago

blog.cumps.be — Last part of a 16 parts Design Patterns series, talking about the Proxy Pattern. read more...

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submitted by CumpsD CumpsD 20 days, 9 hours ago

blog.cumps.be — It's been a while again, but it's time for another pattern. Today we'll look at the State Pattern. First of all, the definition: "Allow an object to alter its behavior when its internal state changes. The object will appear to change its class." read more...

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submitted by CumpsD CumpsD 1 month, 1 day ago

blog.cumps.be — Time for the Composite Pattern. This is one I'm having a little trouble with to describe clearly. Let’s start with the definition: "Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly." read more...

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submitted by CumpsD CumpsD 1 month, 5 days ago

blog.cumps.be — Time for the next part in our series, the Iterator Pattern. Let's start with the definition: "Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation." read more...

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submitted by CumpsD CumpsD 1 month, 6 days ago

blog.cumps.be — Time for yet another pattern, the Template Method Pattern. The definition: "Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure" read more...

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submitted by CumpsD CumpsD 1 month, 8 days ago

blog.cumps.be — Time for another, simple, design pattern. The Facade Pattern. The definition of today's pattern: "Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use." read more...

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submitted by CumpsD CumpsD 1 month, 11 days ago

blog.cumps.be — We’ve seen quite a few patterns so far, and I’m glad so many people like them. Today we’ll have a look at the Adapter Pattern. read more...

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submitted by CumpsD CumpsD 1 month, 12 days ago

blog.cumps.be — What’s a lonely geek to do late in the evening? Write about the Command Pattern of course… Let’s start with the definition: “Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undo-able operations.“ read more...

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submitted by CumpsD CumpsD 1 month, 13 days ago

blog.cumps.be — A little follow up from yesterday ’s Singleton Pattern, where I asked for some help on how you would approach a generic singleton. With the help of Andrew Stevenson and ExNihilo, we came up with the following Generic Singleton Pattern. read more...

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submitted by CumpsD CumpsD 1 month, 14 days ago

blog.cumps.be — Today we’ll have a look at a well known pattern, the Singleton Pattern. Most people have already heard about this one. The definition: “Ensure a class has only one instance and provide a global point of access to it.“ read more...

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submitted by CumpsD CumpsD 1 month, 14 days ago

blog.cumps.be — Time to continue from yesterday ’s Factory Method Pattern by exploring the Abstract Factory Pattern. The definition and then some code to make everything clear. “Provide an interface for creating families of related or dependent objects without specifying their concrete classes. read more...

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submitted by CumpsD CumpsD 1 month, 15 days ago

blog.cumps.be — First of all, the definition: “Define an interface for creating an object, but let the subclasses decide which class to instantiate. The Factory method lets a class defer instantiation to subclasses.“ Illustrated by adding a building to our game, which creates various GameUnits for each faction. read more...

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submitted by CumpsD CumpsD 2 months, 1 day ago

blog.cumps.be — Yesterday I described the Observer Pattern and mentioned that the .NET CLR provides this functionality through events and delegates. Let’s have a look on how to implement this right now. read more...

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submitted by CumpsD CumpsD 2 months, 1 day ago

blog.cumps.be — Yesterday we saw the Strategy Pattern. Today I want to talk about the Observer Pattern. First, the definition again: "Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically." read more...

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submitted by CumpsD CumpsD 2 months, 3 days ago

blog.cumps.be — An informal explanation of the Strategy Pattern, using a simply strategy game as an example, class diagrams and code samples included. read more...

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submitted by CumpsD CumpsD 10 months, 30 days ago

blog.cumps.be — A technique called obfuscating goes a long way in keeping your source code safe. An obfuscator will mangle your code, without changing the actual result, to make it increasingly harder for someone to decompile your code and actually understand it. read more...

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