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 is the purpose of the Memento pattern?

  • The Memento pattern is used to provide access control to an object's internal state.
  • The Memento pattern is used to store the state of an object in a database so that it can be restored later.
  • The Memento pattern is used to store the state of an object so that it can be restored later.
  • The Memento pattern is used to store the state of multiple objects so that they can be restored later.
The Memento pattern is used to store the state of an object so that it can be restored later.

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.

What is the difference between Strategy design pattern and State design pattern?

  • Strategy pattern is used for behavior that can change at runtime, State pattern is used for behavior that changes based on the state of the object.
  • Strategy pattern is used to change the behavior of an object based on its state, State pattern is used to change the behavior of an object at runtime.
  • Strategy pattern is used to change the behavior of an object based on the context, State pattern is used to define a set of states and transition between them.
  • Strategy pattern is used to define a set of algorithms, State pattern is used to change the behavior of an object based on its internal state.
The Strategy design pattern allows an object to change its behavior at runtime, while the State design pattern changes the behavior of an object based on its internal state.

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.

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 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 MVC pattern?

  • A behavioral design pattern that lets you pass requests along a dynamic chain of receivers until one of them handles it.
  • 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 software architecture pattern that separates the representation of information from the user's interaction with it. The pattern defines three main components: the Model, the View, and the Controller.
  • A structural design pattern that allows you to compose objects into tree structures to represent part-whole hierarchies.
A software architecture pattern that separates the representation of information from the user's interaction with it. The pattern defines three main components: the Model, the View, and the Controller.