Design Patterns Quiz
48 Questions
1 Views

Choose a study mode

Play Quiz
Study Flashcards
Spaced Repetition
Chat to Lesson

Podcast

Play an AI-generated podcast conversation about this lesson

Questions and Answers

Which design pattern allows the selection of interchangeable algorithms at runtime?

  • State
  • Strategy (correct)
  • Memento
  • Mediator

What is the primary purpose of the Observer pattern in design?

  • To manage direct dependencies between objects
  • To encapsulate a request as an object
  • To notify one object about changes in another object (correct)
  • To capture an object's state for restoration

Which pattern helps to create families of related objects without specifying their concrete classes?

  • Prototype
  • Singleton
  • Builder
  • Abstract Factory (correct)

Which design pattern allows objects to be composed into tree structures for representing part-whole hierarchies?

<p>Composite (A)</p> Signup and view all the answers

What functionality does the Mediator pattern provide in software design?

<p>Centralizes control over object interactions (B)</p> Signup and view all the answers

Which pattern captures an object’s state without violating encapsulation for later restoration?

<p>Memento (A)</p> Signup and view all the answers

What does the Singleton pattern ensure in software design?

<p>Only a single instance of a class exists (D)</p> Signup and view all the answers

Which pattern dynamically adds responsibilities to an object?

<p>Decorator (D)</p> Signup and view all the answers

What is the primary purpose of the Proxy design pattern?

<p>To control access to another object. (C)</p> Signup and view all the answers

Which design pattern provides a way to alter an object's behavior based on its internal state?

<p>State (D)</p> Signup and view all the answers

Which of the following best describes abstraction in object-oriented programming?

<p>It specifies essential characteristics that distinguish objects. (B)</p> Signup and view all the answers

What does the Adapter design pattern do?

<p>Converts an interface into one that clients expect. (D)</p> Signup and view all the answers

What is the primary purpose of encapsulation in software engineering?

<p>To bind data and operations while enforcing information hiding. (A)</p> Signup and view all the answers

Which design pattern allows for the creation of families of related objects without specifying their concrete classes?

<p>Abstract Factory (B)</p> Signup and view all the answers

How does inheritance promote clarity in code organization?

<p>By reflecting real-world relationships through class hierarchies. (D)</p> Signup and view all the answers

What does the Chain of Responsibility pattern accomplish?

<p>Passes a request along a chain of handlers. (D)</p> Signup and view all the answers

What does polymorphism allow objects to do?

<p>Respond differently to the same operation based on their type. (D)</p> Signup and view all the answers

Which design pattern is responsible for notifying observers of changes in state?

<p>Observer (C)</p> Signup and view all the answers

Which principle emphasizes the importance of loosely coupled modules?

<p>Modularity (B)</p> Signup and view all the answers

What is the function of the Command design pattern?

<p>To encapsulate a request as an object. (C)</p> Signup and view all the answers

What is dynamic binding in the context of object-oriented programming?

<p>Calling methods based on the object type at runtime. (B)</p> Signup and view all the answers

Which description fits the Flyweight design pattern?

<p>Shares data to minimize memory costs. (B)</p> Signup and view all the answers

What does the term ‘composition’ refer to within hierarchy in object-oriented design?

<p>Creating objects that consist of other objects. (A)</p> Signup and view all the answers

In the context of robot movement simulation, what role do movement chips play?

<p>They dictate the robot's movement along the Cartesian grid. (B)</p> Signup and view all the answers

What design pattern is used to encapsulate a request as an object, enabling parameterization and queuing?

<p>Command (B)</p> Signup and view all the answers

Which design pattern allows an object to alter its behavior when its internal state changes?

<p>State (D)</p> Signup and view all the answers

Which design pattern centralizes control over how objects interact, thus reducing direct dependencies?

<p>Mediator (A)</p> Signup and view all the answers

What is the primary function of the Memento pattern?

<p>To store copies of an object's state. (B)</p> Signup and view all the answers

Which design pattern allows for the dynamic addition of responsibilities to an object?

<p>Decorator (D)</p> Signup and view all the answers

What does the Strategy pattern encapsulate?

<p>Interchangeable algorithms. (B)</p> Signup and view all the answers

Which pattern defines a unified interface to a set of interfaces in a subsystem?

<p>Facade (C)</p> Signup and view all the answers

What does the Observer pattern establish between objects?

<p>A one-to-many dependency. (A)</p> Signup and view all the answers

What does the Command pattern enable with regards to requests?

<p>Encapsulates a request as an object for easy duplication (B)</p> Signup and view all the answers

Which pattern provides a placeholder or surrogate to control access to another object?

<p>Proxy (B)</p> Signup and view all the answers

How does the Strategy pattern function in terms of algorithm selection?

<p>It encapsulates interchangeable algorithms and allows selection at runtime (D)</p> Signup and view all the answers

What is the primary role of the Facade pattern?

<p>To provide a unified interface to a set of interfaces in a subsystem (B)</p> Signup and view all the answers

What does the Mediator pattern do to improve object interactions?

<p>Centralizes control over how objects interact to reduce direct dependencies (C)</p> Signup and view all the answers

The Flyweight pattern is primarily used to:

<p>Share data to reduce memory costs of creating many similar objects (A)</p> Signup and view all the answers

What is the main function of the Visitor pattern?

<p>To add new operations to objects without modifying their classes (B)</p> Signup and view all the answers

The Composite pattern is used primarily to:

<p>Compose objects into tree structures to represent part-whole hierarchies (B)</p> Signup and view all the answers

What is the main purpose of the Singleton pattern?

<p>To ensure that only one instance of a class exists. (C)</p> Signup and view all the answers

Which design pattern captures and restores an object's state without violating encapsulation?

<p>Memento (B)</p> Signup and view all the answers

In which scenario is the Iterator pattern most useful?

<p>When accessing elements of a collection sequentially. (B)</p> Signup and view all the answers

What is a key characteristic of the Observer pattern?

<p>It defines a one-to-many relationship to notify dependencies of changes. (C)</p> Signup and view all the answers

Which design pattern enables adding new operations without modifying existing classes?

<p>Visitor (D)</p> Signup and view all the answers

What does the Template Method pattern achieve?

<p>Defines the structure of an algorithm, deferring specific steps. (C)</p> Signup and view all the answers

Which of the following is NOT a typical use case for a Singleton pattern?

<p>Creating multiple game instances (A)</p> Signup and view all the answers

What is the consequence of using the Mediator pattern for object communication?

<p>Reduction in the complexity of object interactions. (A)</p> Signup and view all the answers

Flashcards

Façade

Provides a unified interface to a set of interfaces in a subsystem.

Flyweight

Shares data to reduce memory costs of creating many similar objects.

Proxy

Provides a placeholder or surrogate to control access to another object.

Chain of Responsibility

Passes a request along a chain of handlers until one handles it.

Signup and view all the flashcards

Command

Encapsulates a request as an object, enabling parameterisation and queuing.

Signup and view all the flashcards

Interpreter

Defines a grammar and an interpreter to evaluate sentences in the language.

Signup and view all the flashcards

Iterator

Sequentially accesses elements of a collection without exposing its structure.

Signup and view all the flashcards

Mediator

Centralizes control over how objects interact, reducing direct dependencies.

Signup and view all the flashcards

Interpreter Pattern

Defines a grammar and an interpreter to evaluate sentences in the language.

Signup and view all the flashcards

Facade Pattern

Provides a unified interface to a set of interfaces in a subsystem.

Signup and view all the flashcards

Prototype Pattern

Creates new objects by copying an existing object (prototype).

Signup and view all the flashcards

Flyweight Pattern

Shares data to reduce memory costs of creating many similar objects.

Signup and view all the flashcards

Strategy Pattern

Encapsulates interchangeable algorithms and allows their selection at runtime.

Signup and view all the flashcards

State Pattern

Alters an object’s behavior when its internal state changes.

Signup and view all the flashcards

Proxy Pattern

Provides a placeholder or surrogate to control access to another object.

Signup and view all the flashcards

Object-Oriented Programming

The ability to create and use objects that represent real-world entities, allowing for modularity and code reuse.

Signup and view all the flashcards

Decorator Pattern

Adds responsibilities to an object dynamically.

Signup and view all the flashcards

Encapsulation

Hiding implementation details, exposing only necessary information. Like a car, you drive it but don't need to know how the engine works.

Signup and view all the flashcards

Hierarchy

Organizing objects into a hierarchy based on their relationships, promoting code clarity and reusability.

Signup and view all the flashcards

Polymorphism

The ability of an object to respond to the same operation in different ways depending on its type. Think of the same command having unique effects on different characters in a game.

Signup and view all the flashcards

Modularity

Breaking down a system into smaller, independent modules that interact through well-defined interfaces. This allows for easier development and maintenance.

Signup and view all the flashcards

Reusability

Making code reusable across different parts of the game. Imagine the same character class being used in multiple levels of the game.

Signup and view all the flashcards

Dynamic Binding

Determining the method to be called at runtime based on the object type. This allows for flexible and dynamic game behavior.

Signup and view all the flashcards

Abstraction

Defining the essential characteristics of an object that set it apart from others. It's like a blueprint for creating an object.

Signup and view all the flashcards

Prototype

Allows creating objects by copying existing ones, instead of manual construction.

Signup and view all the flashcards

Singleton

Ensures a class has only one instance and provides a global access point.

Signup and view all the flashcards

Adapter

Converts an interface into another interface expected by clients, acting as a bridge.

Signup and view all the flashcards

Builder

Separates the object's construction from its representation for flexibility and control.

Signup and view all the flashcards

Bridge

Decouples abstraction from implementation, allowing independent variation.

Signup and view all the flashcards

Composite

Composes objects into tree structures to represent part-whole hierarchies.

Signup and view all the flashcards

Decorator

Adds responsibilities dynamically to objects without altering their classes.

Signup and view all the flashcards

Singleton Pattern

Guarantees that a class has only one instance and provides a global point of access to it.

Signup and view all the flashcards

getInstance()

A static member function that creates and returns a reference to the single instance of the class.

Signup and view all the flashcards

Deleting copy and assignment operators

Prevents the creation of additional instances via copying or assignment.

Signup and view all the flashcards

RandomEngine class (Singleton Pattern)

Ensures consistent random number generation within an application.

Signup and view all the flashcards

GameSettings class (Singleton Pattern)

Manages game settings, such as resolution and volume, and ensures consistent access across the game.

Signup and view all the flashcards

Private Constructor

A private constructor prevents direct object creation.

Signup and view all the flashcards

Lazy Initialization

Lazy initialization ensures the instance is created only when needed.

Signup and view all the flashcards

Singleton Pattern Usage

Useful for managing global resources, such as loggers, configuration managers, or database connections.

Signup and view all the flashcards

Memento

Captures and restores an object's internal state without violating encapsulation. It provides a mechanism to save and restore the state of an object at a specific point in time, allowing for undo or rollback operations.

Signup and view all the flashcards

Observer

Defines a one-to-many dependency between objects. It allows an object to notify multiple dependent observers about state changes.

Signup and view all the flashcards

State

Alters an object's behavior based on its internal state. It allows an object to transition between different states, changing its behavior accordingly.

Signup and view all the flashcards

Strategy

Encapsulates interchangeable algorithms and allows their selection at runtime. It provides a way to change the algorithm used at runtime without modifying the core code structure.

Signup and view all the flashcards

Template Method

Defines the structure of an algorithm, deferring some steps to subclasses. It allows subclasses to override specific steps while preserving the overall algorithm structure.

Signup and view all the flashcards

Visitor

Adds new operations to objects without modifying their classes. It allows extending functionality without altering the original object's code.

Signup and view all the flashcards

Abstract Factory

Interface for creating families of related/dependent objects without specifying concrete classes. It allows clients to work with related objects without knowing their concrete implementations.

Signup and view all the flashcards

Study Notes

Introduction to Games Engineering

  • A practical guide to games engineering, focusing on good practice rather than deep theory
  • Aims to make coding easier and improve overall intuition
  • Will not delve into complex theoretical backgrounds

Overview

  • Object-Oriented Programming (OOP) principles
  • Problem-solving strategies
  • Design patterns
  • Software Engineering (SE) principles

OOP Overview

  • Object-Oriented Design with Applications (Grady Booch, 1991)
  • Object-Oriented Programming (OOP): Abstraction, Encapsulation, Hierarchy, Polymorphism

Abstraction

  • Defining aspects of the computation as objects (e.g. graphical components)
  • Booch defines abstraction as the characteristics of an object distinguishing it from others and crisply defining conceptual boundaries relative to the perspective of the view

Encapsulation

  • Binding data and operations together within each class
  • Includes interface and implementation
  • Information hiding: Enforcing modularity and reducing coupling
  • Liskov emphasizes encapsulation for abstractions to function effectively

Hierarchy

  • Organizing relationships through inheritance and composition
  • Simplifies code, promotes clarity and reflects real-world relationships

Polymorphism

  • "Many shapes" Objects respond to operations based on their type
  • Extending with new behaviors without modifying existing behaviors

Other Principles

  • Modularity: Architecting loosely coupled, reusable modules
  • Reusability: Encouraging component reuse
  • Dynamic Binding: Determining method calls at runtime

Random Walk Problem

  • Simulating a robot's movement in a Cartesian grid
  • Different movement chip types (e.g., compass directions, diagonal movements) and field types (e.g., uniform, diagonal warp space, slanting)
  • Movement varies depending on field configurations (e.g., uniform, diagonal shifts, etc.). These details are explained in a) to i) on slide 10.

Coding (Implementation details)

  • Utilizing location.h for position tracking
  • Separating the concerns into distinct classes (e.g., location, movement, robot, field, simulation)
  • Promoting a clear modular design

Abstraction (Implementation)

  • Classes abstract functionality across the system's classes: (e.g., Location, Movement, Robot, Field, Simulation).

  • Interacting with these components without knowing implementation details.

Encapsulation (Implementation)

  • Classes protect data; allowing controlled access (e.g. Robot access to location)
  • Internal implementation details are not visible or manipulated directly.

Hierarchy (Implementation)

  • Inheritance for movement and field implementation
  • Composition in the robot and simulation components to represent a cohesive system

Polymorphism (Implementation)

  • Use virtual functions (movement::move(), field::moveInField()) to support varied movement modes with ease.

Design Patterns

  • Principles stemming from Booch's OOP
  • Design Patterns (Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, 1994) address recurring problems in software development
  • Abstract Factory: Handles families of related objects without specifying concrete classes.
  • Builder: Separates object construction from its representation.
  • Factory Method: Creates objects by copying an existing object.
  • Prototype: Creates new objects by cloning existing ones (important for avoiding redundant instantiation).
  • Singleton: Creates a single instance of a class and provides a global access point.
  • Adapter: Converts an existing interface into another interface clients expect.
  • Bridge: Decouples abstraction from implementation to allow independent variation.

Singleton Pattern

  • Ensures only one instance of a class exists globally
  • Provides a controlled access point often used for managing global resources such as loggers, configuration managers, database connections, etc or as a pattern for getting the one single instance of a class (eg. a random engine).

Factory Method Pattern

  • Encapsulates object creation logic as an interface, allowing flexibility
  • Client code then relies on the factory to produce the correct object instance, without knowing specific classes.
  • Solves the problem of adding many different types of objects that vary in a multitude of ways/conditions/strategies.

Strategy Pattern

  • Encapsulates interchangeable algorithms and allows runtime selection of those specific algorithms. This facilitates swapping out different movement/field types.

Template Method Pattern

  • Base classes define algorithms and derived class override specific steps
  • Enforces a consistent structure for handling a set of operations (eg. rendering pipeline) in a consistent way across subclasses.

Mediator Pattern

  • Simplifying interaction between objects; reduces the code necessary for implementation in multiple places. The mediator handles the interaction between objects without requiring them to know of each other's existence.

Applications of Mediator Pattern

  • Networking: Communicating with remote components without involving other components directly.
  • Entity Component Systems (ECS): Managing interactions between components (eg. attack and health systems) without needing to alter the core entities.
  • Combat calculators: Handling calculations between different entities (characters) without requiring them to know of each other's existence.

Iterator Pattern

  • Iterating through objects, particularly for container structures.
  • This promotes code reusability, making it easy to implement iterative traversals in consistent ways.

Prototype Pattern

  • Creating unique instances for objects (eg. robots, fields).
  • Cloning previously instantiated objects (using clone) rather than instantiation helps in avoiding redundant instantiation. This is helpful in ECS.

Observer Pattern

  • Establishing a relationship for listening to updates and informing multiple other elements in the system of changes.

  • Useful in circumstances requiring a multiple observer system, or a system requiring awareness to changes in state.

State Pattern

  • Enables flexible changes in object behavior based on its internal state.
  • Useful when object behavior depends on its various states (eg. traffic light).

Software Engineering Principles

  • Broad guidelines for efficient, high-quality, reliable systems.
  • Covers design, implementation, testing and maintenance.

Modularity, Abstraction, Encapsulation, Separation of Concerns, Single Responsibility Principle, Open/Closed Principle, DRY, KISS, YAGNI, High Cohesion and Low Coupling, Scalability, Maintainability, Testability, Reusability

  • Principles used to define and construct consistent and reliable programming.

Composition vs. Inheritance

  • Composition over Inheritance: Emphasizes how to use relationships and composition to build dynamic systems that are easily changeable and maintainable.

Multiple Inheritance Diamond Problem

  • Detailed overview, including the difficulties of multiple inheritance and how to avoid them

Entity Component System (ECS)

  • Detailed overview of architecture, including component structure, operations and game entity management.

Studying That Suits You

Use AI to generate personalized quizzes and flashcards to suit your learning preferences.

Quiz Team

Related Documents

Description

Test your knowledge of essential design patterns in software engineering. This quiz covers various patterns, including the Singleton, Observer, and Adapter, and their roles in creating efficient software architectures. Perfect for software designers and developers looking to deepen their understanding of design principles.

More Like This

Use Quizgecko on...
Browser
Browser