Podcast
Questions and Answers
Which of the following is NOT something design patterns aim to avoid?
Which of the following is NOT something design patterns aim to avoid?
- Rigidity
- Complexity (correct)
- Immobility
- Fragility
What is the primary goal of Creational design patterns?
What is the primary goal of Creational design patterns?
- To ease the relationship between classes.
- To streamline object creation. (correct)
- To handle object interaction.
- To optimize object performance.
If a class modification requires changes in multiple unrelated classes, which design problem is most likely present?
If a class modification requires changes in multiple unrelated classes, which design problem is most likely present?
- Duplication
- Immobility
- Fragility (correct)
- Rigidity
Which SOLID principle suggests that classes should have only one reason to change?
Which SOLID principle suggests that classes should have only one reason to change?
Which scenario exemplifies the Open/Closed Principle?
Which scenario exemplifies the Open/Closed Principle?
Which of the following best describes Liskov's Substitution Principle?
Which of the following best describes Liskov's Substitution Principle?
In the context of the Interface Segregation Principle, which statement is most accurate?
In the context of the Interface Segregation Principle, which statement is most accurate?
How does Dependency Inversion Principle improve code design?
How does Dependency Inversion Principle improve code design?
What is the core purpose of the Singleton pattern?
What is the core purpose of the Singleton pattern?
In which of the following scenarios would the Singleton pattern be most appropriate?
In which of the following scenarios would the Singleton pattern be most appropriate?
What problem does the Factory pattern solve?
What problem does the Factory pattern solve?
Which design pattern involves an instance for creating an object but lets subclasses decide which class to instantiate?
Which design pattern involves an instance for creating an object but lets subclasses decide which class to instantiate?
What is the key benefit of using the Builder pattern?
What is the key benefit of using the Builder pattern?
What is the primary purpose of the Prototype pattern?
What is the primary purpose of the Prototype pattern?
In which situation is the Prototype pattern most suitable?
In which situation is the Prototype pattern most suitable?
What is the main goal of the Object Pool pattern?
What is the main goal of the Object Pool pattern?
In which scenario is the Object Pool pattern most effective?
In which scenario is the Object Pool pattern most effective?
Which of the following is a primary focus of Behavioral design patterns?
Which of the following is a primary focus of Behavioral design patterns?
What is the main characteristic achieved by Behavioral design patterns?
What is the main characteristic achieved by Behavioral design patterns?
What is the core idea behind the Chain of Responsibility pattern?
What is the core idea behind the Chain of Responsibility pattern?
In which scenario would the Chain of Responsibility pattern be most beneficial?
In which scenario would the Chain of Responsibility pattern be most beneficial?
What is the primary purpose of the Command pattern?
What is the primary purpose of the Command pattern?
Which action is a good use case for the Command pattern where request parameterization is required?
Which action is a good use case for the Command pattern where request parameterization is required?
What is the primary role of the Interpreter pattern?
What is the primary role of the Interpreter pattern?
In which scenario is the Interpreter pattern most applicable?
In which scenario is the Interpreter pattern most applicable?
What is the main purpose of the Iterator pattern?
What is the main purpose of the Iterator pattern?
Which data structure directly benefits from using the Iterator pattern?
Which data structure directly benefits from using the Iterator pattern?
What problem does the Mediator pattern address?
What problem does the Mediator pattern address?
Which of the following real-world scenarios can be effectively modeled using the Mediator pattern?
Which of the following real-world scenarios can be effectively modeled using the Mediator pattern?
What is the primary goal of the Memento pattern?
What is the primary goal of the Memento pattern?
Which of the following is a practical application of the Memento pattern?
Which of the following is a practical application of the Memento pattern?
What is the defining characteristic of the Observer pattern?
What is the defining characteristic of the Observer pattern?
Which scenario exemplifies the use of the Observer pattern?
Which scenario exemplifies the use of the Observer pattern?
What is the primary purpose of the Strategy pattern?
What is the primary purpose of the Strategy pattern?
In which situation would the Strategy pattern be most appropriate?
In which situation would the Strategy pattern be most appropriate?
What is the key characteristic of the Template Method pattern?
What is the key characteristic of the Template Method pattern?
Which scenario is best addressed by the Template Method pattern?
Which scenario is best addressed by the Template Method pattern?
What is the core purpose of the Visitor pattern?
What is the core purpose of the Visitor pattern?
In which scenario is the Null Object pattern most useful?
In which scenario is the Null Object pattern most useful?
Flashcards
Design Patterns
Design Patterns
Reusable solutions to commonly occurring problems in software design.
Single Responsibility Principle
Single Responsibility Principle
A design principle emphasizing that a class should have only one reason to change.
Open/Closed Principle
Open/Closed Principle
Design principle that software entities should be open for extension, but closed for modification.
Liskov's Substitution Principle
Liskov's Substitution Principle
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Interface Segregation Principle
Interface Segregation Principle
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Dependency Inversion Principle
Dependency Inversion Principle
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Creational Patterns
Creational Patterns
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Singleton Pattern
Singleton Pattern
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Factory Pattern
Factory Pattern
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Builder Pattern
Builder Pattern
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Prototype Pattern
Prototype Pattern
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Object Pool Pattern
Object Pool Pattern
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Behavioral Patterns
Behavioral Patterns
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Chain of Responsibility
Chain of Responsibility
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Command Pattern
Command Pattern
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Interpreter Pattern
Interpreter Pattern
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Iterator Pattern
Iterator Pattern
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Mediator Pattern
Mediator Pattern
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Memento Pattern
Memento Pattern
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Observer Pattern
Observer Pattern
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Strategy Pattern
Strategy Pattern
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Template Method Pattern
Template Method Pattern
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Visitor Pattern
Visitor Pattern
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Proxy Pattern
Proxy Pattern
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Null Object Pattern
Null Object Pattern
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Structural Patterns
Structural Patterns
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Adapter Pattern
Adapter Pattern
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Bridge Pattern
Bridge Pattern
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Composite Pattern
Composite Pattern
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Decorator Pattern
Decorator Pattern
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Flyweight Pattern
Flyweight Pattern
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Study Notes
- Design patterns provide reusable solutions to common problems.
- They began as best practices applied repeatedly to similar issues.
- The goal is to avoid rigidity, fragility, and immobility in design.
SOLID Principles
- These design principles aim to reduce dependencies
- They intend to promote modularity and maintainability
Single Responsibility Principle
- Each class should have only one reason to change.
- Poor design results in one change affecting the entire class and clients.
- Good design separates responsibilities, so a change affects only one class.
Open/Close Principle
- Software entities should be open for extension but closed for modifications.
- Extension utilizes abstract and concrete classes.
- Compatibility is important in design.
Liskov's Substitution Principle
- Derived types must be completely substitutable for their base types.
- Clients should not need to know implementation details.
- A square is a rectangle, but not every rectangle is a square
Interface Segregation
- Clients should not be forced to depend on interfaces they don't use.
- A too large interface should be split to multiple, smaller specific interfaces.
Dependency Inversion
- High-level modules should not depend on low-level modules.
- Both should depend on abstractions.
- Abstractions should not depend on details.
- Details should depend on abstractions.
Design Pattern Categories
- Creational: Focuses on object creation mechanisms.
- Behavioral: Deals with interaction and responsibility assignment between objects.
- Structural: Focuses on easing relationships between classes.
Creational Patterns
- Deal with object creation, selecting the most suitable method for the situation.
Singleton
- This ensures that only one instance of a class is created.
- It provides a global point of access to the object.
- Loggers, configurations, and multithreading often use this pattern.
Factory
- Factory creates objects without exposing the instantiation logic to the client.
- The created object is referenced through a common interface.
Builder
- Use builder for creating an object, yet let subclasses decide which class to instantiate.
- It delivers the newly created object with the help of an interface.
- It is useful for vehicle manufacturers and exam access control.
Prototype
- Specifies the kind of objects to create using a prototypical instance.
- Creates new objects by copying this prototype.
- It can be quicker to edit a clone than create original.
Object Pool
- Object pools reuse and share objects that are expensive to create.
- Can be used for threads, network connections and limited memory.
Behavioral Patterns
- Behavioral patterns facilitate interaction between loose coupled classes and objects.
- These patterns address responsibility assignments between objects.
Classifications
- Task Delegation
- Algorithm Delegation
- State Management
- Communication Management
- Traversing Patterns
Chain of Responsibility
- Provides ordered receivers with the handler object
- Each instance decides either to process the request or pass it to next receiver in the chain.
- Common use includes network requests, shipping requests and GUI classes.
Command
- Encapsulates a request as an object, thereby letting parameterize clients with different requests
- Uses queuing or logging requests, and support undoable operations.
- Stock and food orders are implemented using this pattern.
Interpreter
- Creates a tree structure which represents the grammar of a language
- Utilizes an interpreter to evaluate the language expression
- Python, Ruby and Javascript are examples.
Iterator
- Accesses the elements of an aggregate object sequentially without exposing its underlying structure.
- Examples include arrays, linked lists, queues and stacks.
Mediator
- Used to reduce coupling between classes that communicate with each other directly
- Forces objects to communicate through a mediator object, instead of directly.
- Common in chat applications and GUI libraries.
Memento
- Captures and externalizes an object's internal state so that the object can be restored to this state later.
- Used for error handeling, undo operations and database transactions.
Observer
- Defines a one-to-many dependency between objects
- When one object changes state, all its dependents are notified and updated automatically.
- Usefull for automated emails and event handlers.
Strategy
- Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
- Strategy lets the algorithm vary independently from clients that use it.
- Can be used in automated robots and game AI.
Template Method
- Defines the skeleton of an algorithm in an abstract class.
- Lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
- It is useful to take trips from place to place
Visitor
- Used to separate algorithms from their objects.
- Also handles algorithms and sorting algos.
Null Object
- Provides the means for doing “nothing”.
- Used to provide the functionality of a placeholder.
Structural Patterns
- Structural patterns focus improving relationships between classes.
- They simplify structures through identification of relationships.
Adapter
- Allows the interface of an existing class to be used as another interface.
- Commonly used for power adapters, card readers, software frameworks and 3rd party libraries.
Bridge
- Decouples an abstraction from its implementation so that the two can vary independently.
- Supports libraries independent of Operating System and databases.
Composite
- Composes objects into tree structures, supporting part-whole hierarchies.
- Clients treat individual objects and compositions uniformly.
- Examples are web components and multiselect widgets.
Decorator
- Decorates objects with additional code/functionality and additional state, dynamically adding the behavior.
- Example GUI frameworks make use of this pattern.
Flyweight
- Flyweight supports fine-grained classes efficiently.
- Flyweights achieve this through using the principle of memory optimization.
- Separate Intrinsic from Extrinsic
Proxy
- Proxy provides a placeholder for another object to control access to it.
- Common use it in Servers.
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Description
Explore SOLID design principles: Single Responsibility, Open/Closed and Liskov's Substitution. Understand how these principles promote modularity and maintainability. Improve code design by reducing dependencies and ensuring substitutability.