What is Builder pattern?
- A design pattern that allows the creation of objects without specifying the exact class of object that will be created
- A design pattern that helps to create objects in a step-by-step manner, allowing for more control over the object creation process
- A design pattern that helps to reduce the number of objects in the system, making it more efficient
- A design pattern that promotes the loose coupling between objects, making the system easier to maintain and extend
Builder pattern is a design pattern that helps to create objects in a step-by-step manner, allowing for more control over the object creation process. This pattern separates the construction of a complex object from its representation, allowing for the same construction process to create different representations.
What is the Chain of Responsibility pattern?
- The Chain of Responsibility pattern is a design pattern that allows multiple objects to handle a request one by one, until one of them handles it successfully.
- The Chain of Responsibility pattern is a design pattern that allows objects to be chained together, so that when a request is made, it can be passed from one object to the next, until it is handled.
- The Chain of Responsibility pattern is a design pattern that allows objects to be linked together, so that a request can be passed from one object to another, until it is handled.
- The Chain of Responsibility pattern is a design pattern that uses a set of objects to handle a request, without specifying the receiver.
The Chain of Responsibility pattern is a behavioral design pattern that involves passing a request sequentially through a dynamic list of objects until one of them handles it. The objects become a chain of receivers, and the request is sent from one object to another, until it is handled. This allows for a greater level of decoupling between the objects, making it easier to modify or extend the system.
What is Gang of Four (GOF)?
- A group of four software design experts, namely Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, who wrote a book titled "Design Patterns: Elements of Reusable Object-Oriented Software".
- A group of software design experts who provide consulting services on software design.
- A group of software developers who work together on software development projects.
- A software development company that specializes in creating design patterns.
The Gang of Four (GOF) is a group of four software design experts who wrote a seminal book on design patterns. The book, which was published in 1995, popularized the concept of design patterns and provided a common vocabulary and a standard way of thinking about software design problems. The GOF book is considered an essential reference for software developers and is widely used in the software development community.
Can you give any good explanation what is the difference between Proxy and Decorator?
- The main difference between the Proxy and Decorator patterns is that the Proxy pattern provides a copy of another object to control access to it, while the Decorator pattern allows encapsulating an object dynamically. Proxies are often used to control access to an object or to encapsulate it, while Decorators are used to encapsulate an object.
- The main difference between the Proxy and Decorator patterns is that the Proxy pattern provides a placeholder for another object to control access to it, while the Decorator pattern allows adding or extending behavior dynamically to an object. Proxies are often used to control access to an object or to add functionality such as caching, while Decorators are used to add or extend the behavior of an object.
- The main difference between the Proxy and Decorator patterns is that the Proxy pattern provides a replacement for another object to control access to it, while the Decorator pattern allows changing the behavior of an object dynamically. Proxies are often used to add functionality such as caching or security, while Decorators are used to modify the behavior of an object.
- The main difference between the Proxy and Decorator patterns is that the Proxy pattern provides a substitute for another object to control access to it, while the Decorator pattern allows modifying the appearance of an object dynamically. Proxies are often used to control access to an object or to change its appearance, while Decorators are used to modify the appearance of an object.
The main difference between the Proxy and Decorator patterns is that the Proxy pattern provides a placeholder for another object to control access to it, while the Decorator pattern allows adding or extending behavior dynamically to an object. Proxies are often used to control access to an object or to add functionality such as caching, while Decorators are used to add or extend the behavior of an object.
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.
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.
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
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 Observer design pattern used for?
- To define a one-to-many dependency between objects so that changes to one object result in changes to many other objects.
- To encapsulate operations in an object and pass them as messages.
- To ensure that a class has only one instance and provide a global point of access to that instance.
- To provide a way to dynamically instantiate objects of a specified class.
The Observer design pattern is used to define a one-to-many dependency between objects so that changes to one object result in changes to many other objects. This can be useful in situations where it is important to keep multiple objects in sync with each other.
What is Mediator pattern?
- A design pattern that allows the client to traverse a collection of objects, without exposing the underlying representation of the collection
- A design pattern that converts a request into a standalone object, allowing the client to parametrize objects with different requests, queue a request, or log requests
- A design pattern that provides a simplified interface to a complex system, allowing the client to interact with the system through a single, unified interface
- A design pattern that uses a central authority to manage communication between components, reducing the coupling between components and allowing for more flexible and modular system design
Mediator pattern is a design pattern that uses a central authority to manage communication between components, reducing the coupling between components and allowing for more flexible and modular system design. In the Mediator pattern, the Mediator class acts as a centralized authority that manages communication between different components, and ensures that the components are decoupled from one another. This pattern can be useful in situations where you want to reduce the coupling between components, and promote a more flexible and modular system design.
What is Chain of Responsibility pattern?
- A design pattern that allows objects to represent or act on behalf of other objects, providing a level of indirection between the client and the target object
- A design pattern that creates objects by cloning existing objects, rather than creating new instances from scratch
- A design pattern that passes a request through a chain of objects, allowing the objects in the chain to either handle the request or pass it on to the next object in the chain
- A design pattern that provides a simplified interface to a complex system, allowing the client to interact with the system through a single, unified interface
Chain of Responsibility pattern is a design pattern that passes a request through a chain of objects, allowing the objects in the chain to either handle the request or pass it on to the next object in the chain. The pattern involves creating a chain of objects, where each object has a reference to the next object in the chain. This pattern can be useful in situations where you want to decouple the sender of a request from its receiver, allowing multiple objects to handle the request in a modular manner.
What is the purpose of the Chain of Responsibility pattern?
- To create complex objects step by step, using a builder object to abstract the process of creating the object
- 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
- To provide a way to pass requests along a dynamic chain of receivers until one of them handles the request
The Chain of Responsibility pattern provides a way to pass requests along a dynamic chain of receivers until one of them handles the request