Software Design Patterns
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Questions and Answers

Which creational pattern provides a way to create objects without specifying the exact class of object?

  • Adapter
  • Factory (correct)
  • Singleton
  • Abstract Factory
  • Which testing type focuses on individual units of code?

  • Acceptance testing
  • Unit testing (correct)
  • Integration testing
  • System testing
  • What is the purpose of the Adapter pattern?

  • To separate an object's abstraction from its implementation
  • To provide a way to create objects without specifying the exact class of object
  • To ensure a class has only one instance
  • To allow incompatible objects to work together (correct)
  • What is the purpose of inheritance in Object-Oriented Programming?

    <p>To create a new class based on an existing class</p> Signup and view all the answers

    Which requirement gathering method involves observing users in their natural environment?

    <p>Observation</p> Signup and view all the answers

    What is the purpose of code comments in documentation?

    <p>To explain the purpose and functionality of the code</p> Signup and view all the answers

    What is the main principle of the Single Responsibility Principle (SRP)?

    <p>A class should have only one reason to change</p> Signup and view all the answers

    Which behavioral pattern defines a one-to-many dependency between objects?

    <p>Observer</p> Signup and view all the answers

    What is the purpose of debugging technique 'Print statements'?

    <p>To adds print statements to identify the point of failure</p> Signup and view all the answers

    What is the purpose of Abstraction in Object-Oriented Programming?

    <p>To show only necessary information to the outside world</p> Signup and view all the answers

    Study Notes

    Software Design Patterns

    • Creational patterns:
      • Singleton: ensures a class has only one instance
      • Factory: provides a way to create objects without specifying the exact class of object
      • Abstract Factory: provides a way to create families of related objects
    • Structural patterns:
      • Adapter: allows incompatible objects to work together
      • Bridge: separates an object's abstraction from its implementation
      • Composite: allows clients to treat individual objects and compositions of objects uniformly
    • Behavioral patterns:
      • Observer: defines a one-to-many dependency between objects
      • Strategy: defines a family of algorithms, encapsulates each one, and makes them interchangeable
      • Template Method: defines the skeleton of an algorithm, allowing subclasses to fill in the details

    Testing and Debugging

    • Types of testing:
      • Unit testing: tests individual units of code
      • Integration testing: tests how units of code work together
      • System testing: tests the entire system
      • Acceptance testing: tests if the system meets the requirements
    • Debugging techniques:
      • Print statements: adds print statements to identify the point of failure
      • Breakpoints: pauses the execution of the program at a specific point
      • Logging: records events and errors during the execution of the program

    Object-Oriented Programming

    • Key concepts:
      • Encapsulation: hides internal implementation details from the outside world
      • Abstraction: shows only necessary information to the outside world
      • Inheritance: creates a new class based on an existing class
      • Polymorphism: allows objects of different classes to be treated as objects of a common superclass
      • Composition: an object is composed of other objects or collections of objects

    Requirements Analysis and Specification

    • Requirements gathering:
      • Interviews: one-on-one or group discussions with stakeholders
      • Surveys: written or online questionnaires
      • Observation: observing users in their natural environment
      • Prototyping: creating a mock-up or a working model
    • Requirements specification:
      • Functional requirements: describes what the system must do
      • Non-functional requirements: describes how the system should perform
      • User interface requirements: describes how the system should interact with the user

    Coding and Documentation

    • Coding principles:
      • Don't Repeat Yourself (DRY): avoids duplication of code
      • Keep It Simple, Stupid (KISS): favors simplicity over complexity
      • Single responsibility principle (SRP): a class should have only one reason to change
    • Documentation:
      • Code comments: explains the purpose and functionality of the code
      • API documentation: describes the usage and parameters of functions and classes
      • User documentation: provides instructions and guides for users

    Software Design Patterns

    • Singleton pattern ensures a class has only one instance, controlling object creation.
    • Factory pattern provides a way to create objects without specifying the exact class of object, promoting flexibility.
    • Abstract Factory pattern creates families of related objects, providing a way to encapsulate a group of individual factories.

    Testing and Debugging

    • Unit testing involves testing individual units of code, focusing on specific components.
    • Integration testing examines how units of code work together, ensuring seamless interactions.
    • System testing evaluates the entire system, verifying its functionality as a whole.
    • Acceptance testing determines if the system meets the requirements, ensuring it meets user needs.
    • Debugging techniques include print statements, adding temporary output to identify the point of failure.
    • Breakpoints pause the execution of the program at a specific point, allowing for inspection.
    • Logging records events and errors during the execution of the program, providing a trail of system activity.

    Object-Oriented Programming

    • Encapsulation hides internal implementation details from the outside world, protecting sensitive information.
    • Abstraction shows only necessary information to the outside world, simplifying complex systems.
    • Inheritance creates a new class based on an existing class, promoting code reuse and a hierarchical relationship.
    • Polymorphism allows objects of different classes to be treated as objects of a common superclass, increasing flexibility.
    • Composition enables an object to be composed of other objects or collections of objects, forming complex structures.

    Requirements Analysis and Specification

    • Requirements gathering involves interviews, one-on-one or group discussions with stakeholders to gather information.
    • Surveys use written or online questionnaires to collect data from a larger audience.
    • Observation involves observing users in their natural environment, providing insights into real-world usage.
    • Prototyping creates a mock-up or a working model, allowing for early testing and feedback.
    • Functional requirements describe what the system must do, outlining its core functionality.
    • Non-functional requirements describe how the system should perform, including aspects like speed and security.
    • User interface requirements outline how the system should interact with the user, ensuring an intuitive experience.

    Coding and Documentation

    • The Don't Repeat Yourself (DRY) principle avoids duplication of code, reducing maintenance and improving efficiency.
    • The Keep It Simple, Stupid (KISS) principle favors simplicity over complexity, making code easier to understand and maintain.
    • The Single responsibility principle (SRP) states that a class should have only one reason to change, promoting modularity and flexibility.
    • Code comments explain the purpose and functionality of the code, providing context for developers.
    • API documentation describes the usage and parameters of functions and classes, acting as a reference for developers.
    • User documentation provides instructions and guides for users, ensuring a smooth and efficient experience.

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    Description

    Explore creational and structural software design patterns, including Singleton, Factory, Abstract Factory, Adapter, Bridge, and Composite.

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