What is relationship between Repository and Unit of Work?

  • The Repository and Unit of Work patterns are interchangeable, as they both provide similar functionality and can be used interchangeably in a project.
  • The Repository and Unit of Work patterns are not related, as they are completely separate design patterns with different purposes.
  • The Repository and Unit of Work patterns are related, as the Unit of Work is responsible for managing the persistence of data changes, while the Repository provides an abstraction over the data access layer. The Repository can use the Unit of Work to persist changes to the data.
  • The Repository and Unit of Work patterns are the same, as they are both used to manage the persistence of data changes.
The Repository and Unit of Work patterns are related, as the Unit of Work is responsible for managing the persistence of data changes, while the Repository provides an abstraction over the data access layer. The Repository can use the Unit of Work to persist changes to the data.

What is Design Patterns and why anyone should use them?

  • A collection of best practices for software development that are specific to a certain programming language or framework.
  • A pre-written solution to common software problems that can be adapted to fit the specific needs of a project. Design patterns provide a common vocabulary and shared understanding among team members, allowing for more efficient and maintainable code.
  • A set of coding conventions that must be followed when developing software to ensure consistency and readability.
  • A set of guidelines for designing user interfaces in a way that is aesthetically pleasing and easy to use.
Design Patterns are reusable solutions to common problems that arise in software development. They provide a standardized way of approaching these problems, which can improve the efficiency, maintainability, and understandability of the code.

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.

Give an example where Interpreter pattern is used?

  • Interpreter pattern is used in compilers, where expressions in a programming language need to be parsed and evaluated
  • Interpreter pattern is used in database management systems, where SQL queries need to be interpreted and executed
  • Interpreter pattern is used in game engines, where game rules need to be interpreted and executed
  • Interpreter pattern is used in web applications, where user requests need to be interpreted and processed
One example of where Interpreter pattern is used is in compilers, where expressions in a programming language need to be parsed and evaluated. The Interpreter pattern can be used to evaluate the syntax and semantics of a programming language, and generate code or perform other actions based on the results of the evaluation.

What is the Command and Query Responsibility Segregation (CQRS) Pattern?

  • A pattern in which read and write operations are separated into separate models.
  • A pattern that helps to avoid race conditions and deadlocks in multithreaded applications.
  • A pattern used to implement inter-process communication.
  • A pattern used to improve database performance by caching results in memory.
CQRS is a pattern that separates the responsibilities of querying data (read) from modifying data (write) into separate models, improving scalability and maintainability of the application.

What is Null Object pattern?

  • A design pattern in which a special object, called the null object, is used to represent the absence of a value, avoiding the need for explicit checks for null values
  • 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 Null Object pattern is a design pattern in which a special object, called the null object, is used to represent the absence of a value, avoiding the need for explicit checks for null values. The Null Object pattern is used to provide a default implementation of an interface, reducing the amount of error-prone null checks in the code. The Null Object pattern can also be used to simplify the code and reduce coupling by eliminating the need for explicit checks for null values.