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F# and Design Patterns for C# Developers

  1. Using Object-Oriented Programming and Design Patterns
  2. Working with F# and Design Patterns
  3. Writing Design Patterns: Additional Notes
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In this chapter from F# for C# Developers, Tao Liu uses well-known design patterns to introduce performing system design by using F#.

I constantly hear people say that F# is a cool cutting-edge technology, but they do not know how to use it. In previous chapters, I showed how C# developers can pretty much map their existing imperative, LINQ, and data-structure knowledge to F#. However, this is not enough know-how to design or implement a component or a system. In this chapter, I use well-known design patterns to introduce performing system design by using F#. The samples in this chapter use unique F# language features to implement well-known design patterns. These samples will help you start to think of F# as something other than a niche language.

I do not see a huge difference between computer language and human language. Both languages are used to convey human thinking, only the audiences are different. One is the computer, and the other is a human. If you want to master a language and use it to write a beautiful article, having knowledge of only the basic words of that language would definitely not be enough. Likewise, if people really want to use F# fluently in their daily programming work, they need to know more than how to write a float type and a FOR loop.

In this chapter, a number of design patterns are implemented in F#. These implementations should help you gain more insight about how our team designed the language and, consequently, how to use these features to solve system-design problems. Ultimately, my goal is to help you start to really think in F# terms.

There are some design patterns that are easily implemented with more advanced F# language features, such as F# object expressions. I am not going to discuss every aspect of these features. More detailed information about these special language features will be presented in Chapter 5, “Write Your Own Type Provider.” If any aspects of this chapter are not clear, I encourage you to refer to Chapter 5, where F# unique features are introduced in detail.

Using Object-Oriented Programming and Design Patterns

Like many well-studied concepts, design pattern has many definitions. In this book, I borrow the definition from the Wikipedia page on the topic (http://en.wikipedia.org/wiki/Software_design_pattern). My quick definitions of the design patterns in this chapter are also largely based on Wikipedia.

  • The design pattern is the reusable solution template for a problem. It can speed up the development process by providing tested, proven development paradigms. The effective software design requires considering problems that may not become obvious until later in the implementation. Reusing design patterns helps to prevent subtle issues that can cause major problems, and it also improves code readability for coders and architects who are familiar with the patterns.

From the preceding statements, you can see that design patterns are not necessarily tied to specific languages or programming paradigms. Given that the object-oriented programming (OOP) paradigm is the most used, most design-pattern implementations and discussions are based on languages that target OOP—for example, C#. Some people from the functional programming community have suggested that design patterns are merely a means to address flaws in OOP languages. I will not go into the details of this topic; instead, I will cover how to use F# to implement design patterns.

First, I’ll cover three basic concepts in programming languages that primarily target OOP:

  • Encapsulation is a construct that facilitates the bundling of data with methods (or other functions) that operate on that data.

  • Inheritance is a way to compartmentalize and reuse code. It creates a subtype based on an existing type.

  • Polymorphism: subtype polymorphism, which is almost universally called just polymorphism in the context of object-oriented programming, is the ability to create a variable, a function, or an object that has more than one form.

The typical C# implementations of design patterns often use all three of these concepts. In the rest of the chapter, you will see how F# can use both OOP and functional features to implement most common design patterns.

Before demonstrating these design patterns, I’d like to remind you that a design pattern can have more than one implementation. Each of the implementations in the following examples show different F# language features in practice. Additionally, they provide a better way to apply F# in component or system design than what would be achieved by simply porting over a C# implementation.