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Questions and Answers
What is a pattern in the context of design?
What is a pattern in the context of design?
A recurring theme, design, or arrangement that can be observed in various contexts.
What is a design pattern?
What is a design pattern?
A general, reusable solution to a commonly occurring software design problem.
What are design patterns concerned with?
What are design patterns concerned with?
Application and system design, abstractions on top of code, relationships between classes, and solving previously solved problems.
What is the difference between a design pattern and an architecture style?
What is the difference between a design pattern and an architecture style?
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What is an anti-pattern?
What is an anti-pattern?
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What is Spaghetti Code?
What is Spaghetti Code?
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Why are design patterns useful?
Why are design patterns useful?
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What is the main difference between a design pattern and an algorithm?
What is the main difference between a design pattern and an algorithm?
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What is the primary purpose of the SOLID principles in software development?
What is the primary purpose of the SOLID principles in software development?
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What does the Single Responsibility Principle (SRP) state?
What does the Single Responsibility Principle (SRP) state?
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What does the Open-Closed Principle (OCP) promote in software development?
What does the Open-Closed Principle (OCP) promote in software development?
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What is the main idea behind the Liskov Substitution Principle (LSP)?
What is the main idea behind the Liskov Substitution Principle (LSP)?
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What happens when a class has too many responsibilities according to the SRP?
What happens when a class has too many responsibilities according to the SRP?
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What is the benefit of following the Open-Closed Principle (OCP) in software development?
What is the benefit of following the Open-Closed Principle (OCP) in software development?
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What happens when the Liskov Substitution Principle (LSP) is violated?
What happens when the Liskov Substitution Principle (LSP) is violated?
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Who introduced the SOLID principles in a 2000 paper?
Who introduced the SOLID principles in a 2000 paper?
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What are the advantages of using the Builder pattern in designing a system?
What are the advantages of using the Builder pattern in designing a system?
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What is a disadvantage of using the Builder pattern?
What is a disadvantage of using the Builder pattern?
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What is the Lava Flow anti-pattern in software development?
What is the Lava Flow anti-pattern in software development?
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What is the concept behind the Golden Hammer anti-pattern?
What is the concept behind the Golden Hammer anti-pattern?
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What is the primary purpose of the Singleton pattern?
What is the primary purpose of the Singleton pattern?
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When would you use the Singleton pattern?
When would you use the Singleton pattern?
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What is the main purpose of a software developer's work?
What is the main purpose of a software developer's work?
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What is the relationship between the Builder pattern and the Single Responsibility Principle?
What is the relationship between the Builder pattern and the Single Responsibility Principle?
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Why are design patterns important in software development?
Why are design patterns important in software development?
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When is a design pattern needed or applicable?
When is a design pattern needed or applicable?
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What is a key benefit of using design patterns in software design?
What is a key benefit of using design patterns in software design?
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What is the significance of the book 'Design Patterns: Elements of Reusable Object-Oriented Software'?
What is the significance of the book 'Design Patterns: Elements of Reusable Object-Oriented Software'?
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What is the main purpose of the SOLID principles in software development?
What is the main purpose of the SOLID principles in software development?
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What is the God Class anti-pattern in software development?
What is the God Class anti-pattern in software development?
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What is the main goal of the Interface Segregation Principle (ISP)?
What is the main goal of the Interface Segregation Principle (ISP)?
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What is the main idea behind the Dependency Inversion Principle (DIP)?
What is the main idea behind the Dependency Inversion Principle (DIP)?
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What type of design pattern deals with recognising and realising common communication patterns between objects?
What type of design pattern deals with recognising and realising common communication patterns between objects?
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What is the main focus of creational design patterns?
What is the main focus of creational design patterns?
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What is the problem with creating large interfaces that cover all possible methods?
What is the problem with creating large interfaces that cover all possible methods?
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What is the advantage of using abstractions in the Dependency Inversion Principle (DIP)?
What is the advantage of using abstractions in the Dependency Inversion Principle (DIP)?
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What type of design pattern deals with multi-threaded programs?
What type of design pattern deals with multi-threaded programs?
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What is the benefit of using smaller, more focused interfaces in the Interface Segregation Principle (ISP)?
What is the benefit of using smaller, more focused interfaces in the Interface Segregation Principle (ISP)?
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Study Notes
Design Patterns Introduction
- A design pattern is a general, reusable solution to a commonly occurring software design problem.
- It is not a ready-made code package, but a template that can be modified and implemented for a particular application.
- Design patterns are concerned with application and system design, abstractions on top of code, and relationships between classes and collaborators.
- They are not concerned with algorithms or specific implementations or classes.
Design Patterns vs. Architecture Styles
- Design patterns focus on low-level code, objects, and classes.
- Architecture styles focus on components and how they relate to each other.
- The line between architecture and design is blurry.
Anti-Patterns
- An anti-pattern is a design pattern that is ineffective and counterproductive.
- Anti-patterns represent common pitfalls in software design.
- Examples of anti-patterns include:
- Spaghetti Code (ad hoc software structure)
- Lava Flow (unready code in production)
- Golden Hammer (overusing a familiar tool)
- Boat Anchor (unused code left in the codebase)
- God Class (one class taking on too many responsibilities)
- Poltergeist Class (useless classes with no real responsibility)
Why Design Patterns?
- Design patterns help anticipate change and reduce its negative consequences.
- They can target complex conditional logic and provide a common language to communicate solutions with other developers.
SOLID Principles
- Introduced by Robert C. Martin in 2000 to help developers write high-quality, maintainable, and scalable software.
- The SOLID principles are:
- Single Responsibility Principle (SRP)
- Open-Closed Principle (OCP)
- Liskov Substitution Principle (LSP)
- Interface Segregation Principle (ISP)
- Dependency Inversion Principle (DIP)
Single Responsibility Principle (SRP)
- A class should have only one reason to change, or one responsibility.
- Too many responsibilities lead to code that is difficult to understand, maintain, and extend.
Open-Closed Principle (OCP)
- Software entities should be open for extension but closed for modification.
- This principle promotes software extensibility and maintainability.
Liskov Substitution Principle (LSP)
- Any instance of a derived class should be substitutable for an instance of its base class without affecting the correctness of the program.
- Violating the LSP can lead to unexpected behavior, bugs, and maintainability issues.
Interface Segregation Principle (ISP)
- No client should be forced to depend on methods it does not use.
- Instead of creating a large interface, it's better to create smaller, more focused interfaces for specific use cases.
Dependency Inversion Principle (DIP)
- High-level modules should not depend on low-level modules, but both should depend on abstractions.
- This principle aims to reduce coupling between modules, increase modularity, and make the code easier to maintain, test, and extend.
Types of Design Patterns
- Creational design patterns deal with object creation mechanisms.
- Structural design patterns deal with organizing objects to form larger structures and provide new functionality.
- Behavioral design patterns deal with recognizing and realizing common communication patterns between objects.
- Concurrency design patterns deal with multi-threaded programs.
Creational Patterns
- Deal with object creation mechanisms.
- Examples of creational patterns include:
- Builder
- Singleton
Builder Pattern
- Pros:
- Allows for step-by-step object construction, deferring construction steps or running steps recursively.
- Enables reusing the same construction code when building various representations of products.
- Isolates complex construction code from the business logic of the product.
- Follows the Single Responsibility Principle.
- Cons:
- Increases the overall complexity of the code due to creating multiple new classes.
Singleton Pattern
- Restricts the instantiation of a class to a single instance.
- Ensures that a class isn't needlessly instantiated more than once.
- Often useful to have only one instance of a class.
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Description
Test your knowledge of design patterns, including types, creational patterns, and pitfalls. Learn about the basics of design patterns and how they are used in software development.