What is State pattern?
- A design pattern in which an object, called the composite, is composed of one-to-many other objects, in a tree-like structure, allowing the client to interact with individual objects and compositions of objects uniformly
- A design pattern in which an object, called the context, holds a reference to an instance of one of several possible concrete state objects, each of which represents a distinct state of the context and implements a common state interface
- A design pattern in which an object, called the decorator, adds or overrides behavior of an existing object, dynamically
- A design pattern in which an object, called the prototype, is used as a template to create new objects, without specifying their concrete classes
The State pattern is a design pattern in which an object, called the context, holds a reference to an instance of one of several possible concrete state objects, each of which represents a distinct state of the context and implements a common state interface. The State pattern allows the context's behavior to be altered dynamically by changing its state. The State pattern is used to implement state machines, allowing an object's behavior to be altered as its internal state changes.
What are the difference between a Static class and a Singleton class?
- A Static class can have instance methods and properties, while a Singleton class can only have static methods and properties.
- A Static class can have multiple instances, while a Singleton class can have only one instance.
- A Static class does not maintain state, while a Singleton class maintains state for a single instance.
- A Static class is a class that cannot be instantiated, while a Singleton class can be instantiated only once.
A Static class is a class that cannot be instantiated and can only have static members. It is a sealed class, which means it cannot be inherited. A Singleton class is a design pattern that ensures a class has only one instance while providing a global point of access to this instance. It uses a private constructor and a static instance variable to ensure that only one instance can be created. Unlike a Static class, a Singleton class can have both static and instance members.
Can we use CQRS without Event Sourcing?
- No, CQRS and Event Sourcing are tightly coupled and cannot be used separately.
- No, CQRS requires Event Sourcing to function properly.
- Yes, CQRS and Event Sourcing are separate patterns and can be used independently of each other. CQRS can be used without Event Sourcing, but Event Sourcing can provide benefits in terms of versioning and auditing.
- Yes, but the benefits of CQRS will not be fully realized without Event Sourcing.
CQRS and Event Sourcing are separate patterns and can be used independently of each other. However, using Event Sourcing with CQRS can provide benefits in terms of versioning and auditing.
What are the main categories of Design Patterns?
- Behavioral, Management, and Maintenance
- Creational, Structural, and Behavioral
- Presentational, Container, and Behavioral
- Structural, Logical, and Physical
Design Patterns are usually categorized into three types: Creational, Structural, and Behavioral. Creational patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. Structural patterns deal with object composition, creating relationships between objects to form larger structures. Behavioral patterns focus on communication between objects, what goes on between objects and how they operate together.
Explain difference between the Facade, Proxy, Adapter and Decorator design patterns?
- The Facade design pattern provides a simplified interface to a complex system, while the Proxy design pattern provides a placeholder for another object to control access to it. The Adapter design pattern converts the interface of a class into another interface that the client expects, and the Decorator design pattern adds behavior to an individual object, dynamically, without affecting the behavior of other objects from the same class.
- The Facade design pattern provides a unified interface to a set of interfaces in a system, while the Proxy design pattern provides a way to access an object indirectly. The Adapter design pattern adapts an object to a new interface, and the Decorator design pattern adds behavior to an individual object, dynamically, but affects the behavior of other objects from the same class.
- The Facade design pattern provides a way to access a system's functionality, while the Proxy design pattern provides a way to extend an object's functionality. The Adapter design pattern converts the interface of one class into that of another, and the Decorator design pattern adds behavior to an individual object, statically, and affects the behavior of other objects from the same class.
- The Facade design pattern provides an intermediary between two systems, while the Proxy design pattern provides a default implementation of an interface. The Adapter design pattern is used to allow two systems to work together, and the Decorator design pattern adds behavior to an object, statically, without affecting the behavior of other objects from the same class.
The Facade design pattern provides a simplified interface to a complex system, while the Proxy design pattern provides a placeholder for another object to control access to it. The Adapter design pattern converts the interface of a class into another interface that the client expects, and the Decorator design pattern adds behavior to an individual object, dynamically, without affecting the behavior of other objects from the same class.
What is a pattern?
- A recurring solution to a common problem in a specific context. Patterns can be used in many different fields, including software development, architecture, and design.
- A sequence of actions or behaviors that are repeated in a particular situation.
- A set of coding conventions that must be followed when developing software to ensure consistency and readability.
- A specific arrangement or design that is repeated in a work of art or architecture.
A pattern is a general, reusable solution to a commonly occurring problem in a specific context. In software development, patterns are often used to solve design problems and improve the quality and maintainability of code.
Describe what is the Event Sourcing Pattern
- A database pattern that tracks changes to data over time.
- A design pattern that stores the history of an object's state changes.
- A pattern used to store events in a database.
- An architectural pattern that saves every state change of an application as an event.
Event Sourcing is a way of modeling the state changes of an application as a sequence of events, allowing us to persist these events as they occur. The events are stored in an event store, and can be used to reconstruct the state of the application at any point in time.
What is the purpose of the Template pattern?
- To create complex objects step by step, using a builder object to abstract the process of creating the object
- To define the basic steps of an algorithm and allow subclasses to provide concrete implementations for these steps
- To provide a common interface for a group of related classes
- To provide a simplified interface to a complex system, hiding the complexity of the system behind a single interface
The Template pattern defines the basic steps of an algorithm and allows subclasses to provide concrete implementations for these steps
What is the purpose of the Adapter pattern?
- To allow for loose coupling between the sender of a request and its receivers.
- To convert the interface of a class into another interface clients expect.
- To create objects based on a blueprint.
- To provide a unified interface to a set of interfaces in a subsystem.
The Adapter pattern is used to convert the interface of a class into another interface clients expect, allowing classes to work together that couldn't otherwise because of incompatible interfaces.
How is Bridge pattern different from Adapter pattern?
- The Bridge pattern aims to change the interface of an object while the Adapter pattern aims to reuse an existing object.
- The Bridge pattern allows for multiple inheritance while the Adapter pattern only allows for single inheritance.
- The Bridge pattern decouples an abstraction from its implementation while the Adapter pattern modifies the interface of an existing class to a client class.
- The Bridge pattern is a structural pattern while the Adapter pattern is a behavioral pattern.
The Bridge pattern decouples an abstraction from its implementation while the Adapter pattern modifies the interface of an existing class to a client class.