Design Pattern 
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ASP.NET Example or Implementation 
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Adaptor and Bridge Pattern 
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List box,  Data Grid  and Tree View 
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Abstract Factory 
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Paint Graphics 
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Iterator and Composite Pattern 
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Enumeration interface 
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Singleton 
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Exceptions 
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Façade Pattern 
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ADO.NET Database connections 
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Proxy Pattern 
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 C# Timer 
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Creational
- Abstract Factory Pattern
 - Provide an interface to create and return one of several families of related objects
 - E.g., FFT (Fast Fourier Transform )
 
- Builder Pattern
 - Separate the construction the complex object from its representing so that several different representations can be created, depending on the needs of programs
 
- Prototype Pattern
 - Start with an instantiated class and copies or clones it to make a new instances. These instance can then be further tailored using their public methods
 
- Singleton
 - It's a class of which there can be no more than once instance. It provide a single global point of access to that instance
 
Structural
- Adapter Pattern
 - It can be used to make one class interface match another to make programming easier
 
- Composite Pattern
 - It's a composition of objects, each of which may be either simple or itself a composite object
 
- Proxy Pattern
 - It's frequently a simple object take place of a more complex object that may be invoked later
 
- Flyweight Pattern
 - It's a pattern for sharing objects, where each instance does not contains it's own state but stores it externally
 
- Façade Pattern
 - It used to make single class represent the entire subsystem
 
- Bridge Pattern
 - It separates an object's interface from it's implementation, so you can vary them separately
 
- Decorator Pattern
 - It used to add responsibilities to objects dynamically
 
Behavioral
- Chain of Responsibility Pattern
 - It allows a decoupling between objects by passing a request from one object to the next in a chain until the request is recognized.
 
- Command Pattern
 - It utilizes simple objects to represent execution of software commands and allows you to support logging and undoable operations.
 - Interpreter Pattern
 - It provides a definition of how to include language elements in a program.
 - Iterator pattern
 - It defines how communication between objects can be simplified by using a separate object to keep all objects from having to know about each other.
 - Memento Pattern
 - It defines how you might save the contents of an instance of a class and restore it later.
 - Observer Pattern
 - It defines the way a number of objects can be notified of a change
 - State Pattern
 - It allows an object to modify its behavior when its internal state changes.
 - Strategy Pattern
 - It encapsulates an algorithm inside an class
 - Template Method Pattern
 - It provides an abstract definition of an algorithm.
 - Visitor Pattern
 - It adds polymorphic functions to a class noninvasively
 
The above information is a good summary point to define and describe each design patterns. we could keep this as a reference point for technical interview.
Reference:
This note is picked from the following book. any body wants to learn in details
please check out this link
http://www.amazon.com/Design-Patterns-C-Software/dp/0321718933
