Design Principles
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Questions and Answers

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?

  • 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?

  • Duplication
  • Immobility
  • Fragility (correct)
  • Rigidity

Which SOLID principle suggests that classes should have only one reason to change?

<p>Single Responsibility Principle (B)</p> Signup and view all the answers

Which scenario exemplifies the Open/Closed Principle?

<p>Implementing an interface to provide a new behavior without altering existing code. (A)</p> Signup and view all the answers

Which of the following best describes Liskov's Substitution Principle?

<p>Subtypes should be substitutable for their base types without altering the correctness of the program. (B)</p> Signup and view all the answers

In the context of the Interface Segregation Principle, which statement is most accurate?

<p>Clients should not be forced to depend on methods they do not use. (A)</p> Signup and view all the answers

How does Dependency Inversion Principle improve code design?

<p>By having both high-level and low-level modules depend on abstractions. (D)</p> Signup and view all the answers

What is the core purpose of the Singleton pattern?

<p>To ensure only one instance of a class exists and provide a global point of access to it. (B)</p> Signup and view all the answers

In which of the following scenarios would the Singleton pattern be most appropriate?

<p>Managing a shared resource like a printer queue. (A)</p> Signup and view all the answers

What problem does the Factory pattern solve?

<p>Creating objects without specifying the exact class of object that will be created. (C)</p> Signup and view all the answers

Which design pattern involves an instance for creating an object but lets subclasses decide which class to instantiate?

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

What is the key benefit of using the Builder pattern?

<p>Allowing the creation of different representations of an object using the same construction code. (C)</p> Signup and view all the answers

What is the primary purpose of the Prototype pattern?

<p>To specify the kinds of objects to create using a prototypical instance. (B)</p> Signup and view all the answers

In which situation is the Prototype pattern most suitable?

<p>When creating objects is computationally expensive. (D)</p> Signup and view all the answers

What is the main goal of the Object Pool pattern?

<p>To reuse and share objects that are expensive to initialize. (B)</p> Signup and view all the answers

In which scenario is the Object Pool pattern most effective?

<p>Managing objects with complex initialization procedures. (A)</p> Signup and view all the answers

Which of the following is a primary focus of Behavioral design patterns?

<p>Facilitating interaction and responsibility assignment between objects. (D)</p> Signup and view all the answers

What is the main characteristic achieved by Behavioral design patterns?

<p>Loose object coupling (A)</p> Signup and view all the answers

What is the core idea behind the Chain of Responsibility pattern?

<p>Avoiding coupling the sender of a request to its receiver by giving multiple objects a chance to handle the request. (D)</p> Signup and view all the answers

In which scenario would the Chain of Responsibility pattern be most beneficial?

<p>When multiple objects can handle a request, and the handler is determined dynamically at runtime. (A)</p> Signup and view all the answers

What is the primary purpose of the Command pattern?

<p>To encapsulate a request as an object, thereby letting you parameterize clients with different requests. (B)</p> Signup and view all the answers

Which action is a good use case for the Command pattern where request parameterization is required?

<p>Implementing an undo/redo functionality. (B)</p> Signup and view all the answers

What is the primary role of the Interpreter pattern?

<p>To define a grammatical representation for a language and provides an interpreter to deal with this grammar. (B)</p> Signup and view all the answers

In which scenario is the Interpreter pattern most applicable?

<p>Developing a simple programming language. (B)</p> Signup and view all the answers

What is the main purpose of the Iterator pattern?

<p>To provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. (D)</p> Signup and view all the answers

Which data structure directly benefits from using the Iterator pattern?

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

What problem does the Mediator pattern address?

<p>Decoupling objects by introducing a mediator object that encapsulates how a set of objects interact. (D)</p> Signup and view all the answers

Which of the following real-world scenarios can be effectively modeled using the Mediator pattern?

<p>Managing communication between UI components. (D)</p> Signup and view all the answers

What is the primary goal of the Memento pattern?

<p>To encapsulate an object's internal state so that the object can be restored to this state later. (B)</p> Signup and view all the answers

Which of the following is a practical application of the Memento pattern?

<p>Implementing an undo operation in a text editor. (C)</p> Signup and view all the answers

What is the defining characteristic of the Observer pattern?

<p>Defining a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. (C)</p> Signup and view all the answers

Which scenario exemplifies the use of the Observer pattern?

<p>Updating multiple views when data in a model changes. (A)</p> Signup and view all the answers

What is the primary purpose of the Strategy pattern?

<p>To define a family of algorithms, encapsulate each one, and make them interchangeable. (D)</p> Signup and view all the answers

In which situation would the Strategy pattern be most appropriate?

<p>When you need to choose an algorithm dynamically. (B)</p> Signup and view all the answers

What is the key characteristic of the Template Method pattern?

<p>Defining a skeleton of an algorithm in a method, deferring some steps to subclasses. (B)</p> Signup and view all the answers

Which scenario is best addressed by the Template Method pattern?

<p>Implementing different algorithms that share a common structure. (B)</p> Signup and view all the answers

What is the core purpose of the Visitor pattern?

<p>To represent an operation to be performed on the elements of an object structure, letting you define a new operation without changing the classes of the elements on which it operates. (B)</p> Signup and view all the answers

In which scenario is the Null Object pattern most useful?

<p>When actual object implementations are not required but a default behavior is needed. (B)</p> Signup and view all the answers

Flashcards

Design Patterns

Reusable solutions to commonly occurring problems in software design.

Single Responsibility Principle

A design principle emphasizing that a class should have only one reason to change.

Open/Closed Principle

Design principle that software entities should be open for extension, but closed for modification.

Liskov's Substitution Principle

Design principle ensuring that derived types must be completely substitutable for their base types.

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Interface Segregation Principle

Clients should not be forced to depend upon interfaces that they don't use.

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Dependency Inversion Principle

High-level modules should not depend on low-level modules. Both should depend on abstractions.

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Creational Patterns

A category of design patterns that deal specifically with object creation mechanisms.

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Singleton Pattern

Ensures only one instance of a class is created and provides a global point of access to it.

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Factory Pattern

Creates objects without exposing the instantiation logic to the client.

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Builder Pattern

Defines an instance for creating an object, but letting subclasses decide which class to instantiate

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Prototype Pattern

Specifying the kind of objects to create using a prototypical instance.

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Object Pool Pattern

Reuse and share objects that are expensive to create.

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Behavioral Patterns

A category of design patterns that facilitate interaction between classes and objects.

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Chain of Responsibility

Avoid coupling the sender of a request to its receiver by giving multiple objects a chance to handle the request

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Command Pattern

Encapsulate a request as an object, thereby letting you parameterize clients with different requests.

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Interpreter Pattern

Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.

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Iterator Pattern

Access the elements of an aggregate object sequentially without exposing its underlying representation.

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Mediator Pattern

Define an object that encapsulates how a set of objects interact.

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Memento Pattern

Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.

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Observer Pattern

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

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Strategy Pattern

Define a family of algorithms, encapsulate each one, and make them interchangeable.

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Template Method Pattern

Define the skeleton of an algorithm in an operation, deferring some steps to subclasses.

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Visitor Pattern

Represent an operation to be performed on the elements of an object structure.

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Proxy Pattern

Provide a surrogate or placeholder for another object to control access to it.

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Null Object Pattern

Define a null object that encapsulates the absence of an object instance.

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Structural Patterns

A category of design patterns that ease the relationship between classes.

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Adapter Pattern

Convert the interface of a class into another interface clients expect.

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Bridge Pattern

Decouple an abstraction from its implementation so that the two can vary independently.

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Composite Pattern

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions uniformly.

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Decorator Pattern

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

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Flyweight Pattern

Use sharing to support large numbers of fine-grained objects efficiently.

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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.

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