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This design principle suggests that all the derived classes of a base class should be able to perform the same behavior as their base class without negative side effects.
This design principle suggests that all the derived classes of a base class should be able to perform the same behavior as their base class without negative side effects.
This structural design pattern allows objects with incompatible interfaces to collaborate
This structural design pattern allows objects with incompatible interfaces to collaborate
When applying changes to the software, unexpected parts of the software break. Which characteristic of poor software design is described?
When applying changes to the software, unexpected parts of the software break. Which characteristic of poor software design is described?
This behavioral design pattern suggests that when an object changes state, all of its dependents are notified automatically.
This behavioral design pattern suggests that when an object changes state, all of its dependents are notified automatically.
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Software is hard to change because every applied change will affect many parts of the software. Which characteristic of poor software design is described?
Software is hard to change because every applied change will affect many parts of the software. Which characteristic of poor software design is described?
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This feature of design patterns describes the responsibilities and collaborations of elements that make up the design.
This feature of design patterns describes the responsibilities and collaborations of elements that make up the design.
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Which creational design pattern guarantees a class has only one instance with a global access point?
Which creational design pattern guarantees a class has only one instance with a global access point?
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Which category of design pattern specifically deals with how objects communicate with one another?
Which category of design pattern specifically deals with how objects communicate with one another?
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Which principle advises that a class should have just one reason to change?
Which principle advises that a class should have just one reason to change?
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What characteristic describes software that is hard to reuse in another context because it cannot be extracted from its current application?
What characteristic describes software that is hard to reuse in another context because it cannot be extracted from its current application?
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Which design principle suggests avoiding reliance on concrete implementations?
Which design principle suggests avoiding reliance on concrete implementations?
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When modifying a class named BankAccount with every new bank account type, which principle is being violated?
When modifying a class named BankAccount with every new bank account type, which principle is being violated?
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What does the Proxy pattern provide?
What does the Proxy pattern provide?
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Which best describes the Builder pattern?
Which best describes the Builder pattern?
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Which of the following is NOT considered a structural design pattern?
Which of the following is NOT considered a structural design pattern?
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Which best describes the Prototype pattern?
Which best describes the Prototype pattern?
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Which design principle is violated when a class handles methods for multiple actors?
Which design principle is violated when a class handles methods for multiple actors?
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Which of the following patterns allows developers to define a family of algorithms interchangeably?
Which of the following patterns allows developers to define a family of algorithms interchangeably?
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Which pattern is associated with creating an object without exposing the instantiation logic to the client?
Which pattern is associated with creating an object without exposing the instantiation logic to the client?
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Which pattern ensures an object can be shared and reused efficiently to minimize memory usage?
Which pattern ensures an object can be shared and reused efficiently to minimize memory usage?
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Which of the following is NOT classified as a structural design pattern?
Which of the following is NOT classified as a structural design pattern?
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What does the Iterator pattern primarily allow developers to do?
What does the Iterator pattern primarily allow developers to do?
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Which design principle suggests that classes should be open for extension but closed for modification?
Which design principle suggests that classes should be open for extension but closed for modification?
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A pattern that allows you to create families of related objects without specifying their concrete classes is known as?
A pattern that allows you to create families of related objects without specifying their concrete classes is known as?
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Study Notes
Design Principles
- Liskov Substitution Principle: Derived classes should be able to substitute their base class without any issues. This ensures that polymorphism works as intended.
- Open-Closed Principle: New functionalities should be added to software through derived classes, not by modifying existing classes. This reduces the potential for introducing bugs.
- Single Responsibility Principle: Each module within a software system should have one primary responsibility associated with it to keep them manageable and easier to change.
- Interface Segregation Principle: Avoid large interfaces. Instead, create smaller, more specific interfaces that only expose the functionality needed by a particular client. This reduces dependencies and enhances flexibility.
- Dependency Inversion Principle: High-level modules should not depend on low-level modules, but rather on abstractions. This promotes loose coupling and allows for easier changes.
Design Patterns
- Creational Patterns: Define how objects are created.
- Structural Patterns: Define how objects are organized and structured.
- Behavioral Patterns: Define how objects interact and communicate with each other.
Creational Design Patterns
- Singleton Pattern: Ensures that a class has only one instance and provides a global access point to that instance.
- Factory Method Pattern: Defines an interface for creating objects but lets subclasses decide which class to instantiate. This allows for greater flexibility in object creation.
- Prototype Pattern: Allows for creating new objects by copying existing ones. This is useful when you need to create many similar objects without having to repeat the creation process each time.
- Abstract Factory Pattern: Provides an interface for creating families of related objects without specifying their concrete classes.
Structural Design Patterns
- Adapter Pattern: Allows objects with incompatible interfaces to work together by providing a wrapper object that translates between them.
- Bridge Pattern: Decouples an abstraction from its implementation, allowing them to vary independently.
- Composite Pattern: Allows you to compose objects into tree structures to represent part-whole hierarchies. This allows you to treat individual objects and groups of objects uniformly.
- Decorator Pattern: Dynamically adds responsibilities to an object. In the context of design patterns, it is often used to add functionality to an existing object without changing its core class.
- Facade Pattern: Provides a simplified interface to a complex subsystem. It helps to hide the complexity of the subsystem and makes it easier to use.
- Flyweight Pattern: Reduces the number of objects by sharing common parts of objects. This is especially useful when you have a large number of objects with many identical attributes.
- Proxy Pattern: Provides a surrogate or placeholder for another object to control access to it.
Behavioral Design Patterns
- Observer Pattern: Defines a one-to-many dependency between objects, where a change in one object's state automatically notifies its dependents.
- Iterator Pattern: Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Strategy Pattern: Defines a family of algorithms, encapsulates each one into a separate class, and makes them interchangeable. This allows you to switch between different algorithms at runtime.
Poor Software Design Characteristics
- Rigidity: Software is hard to change due to complex dependencies.
- Fragility: When changes are made in one part of the software, other parts break unexpectedly.
- Immobility: Difficult to reuse components within one code base, or to bring them to a new code base.
- Variety: Inconsistent naming and coding conventions within the code base.
Design Pattern Features:
- Pattern Name - Describes the pattern's functionality.
- Problem - Identifies the design problem addressed by the pattern.
- Solution - Provides the solution to the problem, often in the form of a class diagram.
- Consequences - Lists the benefits and drawbacks of using the pattern.
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Description
Test your knowledge on the key design principles such as Liskov Substitution and Single Responsibility, along with various design patterns. This quiz helps reinforce your understanding of essential software concepts. Perfect for students and professionals looking to enhance their software development skills.