[카테고리:] Codes
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Day 13 – Fizz Buzz
Fizz Buzz 게임을 통해 %연산과 문자열을 다루는 기본 논리에 대해 배울 수 있습니다. 또한 루프와 조건을 사용하여 복잡한 문제를 해결할 수 있는 방법에 대해 공부하세요.
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Day 12 – Template Pattern
The Template Method Design Pattern is a behavioral pattern that defines the skeleton of an algorithm in a base class and allows subclasses to override specific steps without changing the overall algorithm’s structure. Let’s dive into an example to understand it better.
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Day 11 – Factory Method Pattern
The Factory Method Design Pattern is a creational pattern that allows objects to be created without tightly coupling the object creation code to the client code. It defines an interface for creating objects in a superclass but lets subclasses decide which class to instantiate.
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Day 10 – Decorator Pattern
Decorator Pattern is a structural design pattern that allows you to dynamically add new functionality to an object without altering its structure. It provides a flexible way to extend the behavior of existing classes without modifying them directly.
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Day 9 – Adapter Pattern
The Adapter Pattern is a structural design pattern that allows objects with incompatible interfaces to work together. It acts as a bridge between two incompatible interfaces.
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Day 8 – Observer Pattern
관찰자 패턴은 객체 간의 일대다 종속성을 정의합니다. 이 패턴을 사용하면 한 개체의 상태가 변경되면 해당 개체에 종속된 다른 모든 개체에 자동으로 알림이 전달되고 업데이트됩니다. 이 패턴은 분산 이벤트 처리 시스템을 구현할 때 널리 사용됩니다. 구성 요소 관찰자 패턴에는 다음과 같은 주요 구성 요소가 있습니다. Code Links
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Day 7 – Prototype Pattern
The Prototype pattern is a generative design pattern used to create new objects by cloning existing objects when creating the object is expensive or complex. In C#, you can implement this pattern through the ICloneable interface.
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Day 6 – Builder Pattern
The Builder Pattern is a design pattern used to construct a complex object step by step. It allows for the creation of different.
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Day 5 – Padovan Sequence
The Padovan sequence is used to form a spiral using triangles with equal side lengths, and is used as an inspirational element in architectural design or works of art.