What is Observer 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 decorator, adds or overrides behavior of an existing object, dynamically
  • A design pattern in which an object, called the proxy, acts as an intermediary between a client and a target object, forwarding requests from the client to the target object and vice versa
  • A design pattern in which an object, called the subject, maintains a list of its dependents and notifies them automatically of any changes to its state
The Observer pattern is a design pattern in which an object, called the subject, maintains a list of its dependents and notifies them automatically of any changes to its state. The Observer pattern is used to implement a publish/subscribe mechanism, allowing the subject to be decoupled from its dependents, and allowing multiple dependents to be notified of changes to the subject's state. The Observer pattern is used to implement event-driven systems.

What are the differences between a static class and a singleton class?

  • A singleton class can be extended, while a static class cannot be extended
  • A singleton class can have multiple instances, while a static class can only have one instance
  • A static class can be extended, while a singleton class cannot be extended
  • A static class can have multiple instances, while a singleton class can only have one instance
A static class can have multiple instances, while a singleton class can only have one instance. A static class is a class that is declared as static and can only access static variables and methods. A singleton class is a class that ensures that only one instance of the class exists in the JVM.

What is the purpose of the Decorator design pattern?

  • To attach additional responsibilities to an object dynamically.
  • To create objects that are interchangeable with their base classes.
  • To ensure that a class has only one instance and provide a global point of access to that instance.
  • To manage the flow of control between objects in a complex system.
The Decorator design pattern is used to attach additional responsibilities to an object dynamically. This allows for greater flexibility and modularity in the design of a system, as well as the ability to add or remove responsibilities as needed.

What does program to interfaces, not implementations mean?

  • This means that when designing software, the focus should be on defining the behavior of the components, rather than the specific implementations of those components.
  • This means that when designing software, the focus should be on defining the data structures and algorithms used by the components, rather than the specific implementations of those components.
  • This means that when designing software, the focus should be on defining the input and output of the components, rather than the specific implementations of those components.
  • This means that when designing software, the focus should be on defining the interfaces between different components, rather than the specific implementations of those components. This makes the code more flexible and easier to maintain, as it reduces the amount of coupling between components.
This means that when designing software, the focus should be on defining the interfaces between different components, rather than the specific implementations of those components. This makes the code more flexible and easier to maintain, as it reduces the amount of coupling between components.

What is the Null Object pattern?

  • A creational design pattern that provides a way to instantiate an object in a superclass, but allow subclasses to alter the type of objects that will be created.
  • A design pattern used to ensure a class has only one instance, while providing a global access point to this instance for the entire system.
  • A software design pattern that enables an object to be passed around as a value.
  • The Null Object pattern is a behavioral design pattern that provides a default object as a representative of "null" in the context of design patterns.
The Null Object pattern is a behavioral design pattern that provides a default object as a representative of "null" in the context of design patterns.

What is Command pattern?

  • 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 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
  • A design pattern that uses shared objects to support large numbers of similar objects efficiently
Command pattern is 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. The pattern involves creating a command class that encapsulates the request as an object, and passes the request to the invoker object. The invoker object then executes the command. This pattern can be useful in situations where you want to decouple the client from the receiver of the request, and where you want to provide a unified interface for undo and redo operations.

What is the difference between the State and Strategy patterns?

  • None of the above
  • The State and Strategy patterns are the same
  • The State pattern allows an object to alter its behavior when its internal state changes, while the Strategy pattern allows an object to change its behavior based on the context it is in
  • The State pattern allows an object to change its behavior based on the context it is in, while the Strategy pattern allows an object to alter its behavior when its internal state changes
The State pattern allows an object to alter its behavior when its internal state changes, while the Strategy pattern allows an object to change its behavior based on the context it is in

What is the Visitor pattern?

  • A behavioral design pattern that lets you pass requests along a dynamic chain of receivers until one of them handles it.
  • A behavioral design pattern that separates an algorithm from an object structure on which it operates. The pattern allows you to define a new operation without changing the classes of the objects on which it operates.
  • A creational design pattern that uses factory methods to deal with the problem of creating objects without specifying the exact class of object that will be created.
  • A structural design pattern that allows you to compose objects into tree structures to represent part-whole hierarchies.
A behavioral design pattern that separates an algorithm from an object structure on which it operates. The pattern allows you to define a new operation without changing the classes of the objects on which it operates.

What is Inversion of Control?

  • A mechanism for managing dependencies between software components, such as libraries or services, that are required to run an application.
  • A method of testing in which dependencies are replaced with mock objects to isolate the test subject from the rest of the system.
  • A software design principle in which the flow of control of a system is inverted compared to the traditional approach. Instead of the system calling a component to perform a task, the component is notified when a task is ready and performs it. This leads to a more flexible and decoupled system, allowing for easier maintenance and testing.
  • A technique for structuring software components into a tree-like hierarchy to organize dependencies and reduce coupling between components.
Inversion of Control is a design principle in which the flow of control in a system is inverted. Instead of a system calling components to perform tasks, components are notified when tasks are ready and perform them. This leads to a more flexible and decoupled system, allowing for easier maintenance and testing.

Name the actor classes used in Memento pattern.

  • Caretaker, Originator, Memento
  • Memento, Caretaker, Originator
  • Originator, Caretaker, Memento
  • Originator, Memento, Caretaker
The actor classes used in the Memento pattern are: Originator, Memento, and Caretaker. The Originator class is responsible for creating the memento and restoring its state. The Memento class is responsible for storing the internal state of the Originator. The Caretaker class is responsible for maintaining a list of mementos and providing the Originator with the appropriate memento at the appropriate time.