Design Pattern Flashcards

1
Q

Abstract Factory

A

Provides an interface for creating families of related or dependent objects without specifying their concrete classes

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2
Q

Adapter

A

Convert the interface of a class into another interface clients expect

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3
Q

Bridge

A

Decouple an abstraction from an implementation so the two can vary independently

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4
Q

Builder

A

Separate the construction of a complex object from its representation so that the same construction process can create different representations

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5
Q

Chain of Responsibility

A

Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request

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6
Q

Command

A

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations

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7
Q

Composite

A

Compose objects into tree structures to represent part-whole hierarchies

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8
Q

Decorator

A

Attach additional responsibilities to an object dynamically

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9
Q

Facade

A

Provide a unified interface to a set of interfaces in a subsystem

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10
Q

Factory Method

A

Define an interface for creating an object, but let subclasses decide which class to instantiate

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11
Q

Flyweight

A

Use sharing to support large numbers of fine-grained objects efficiently

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12
Q

Interpreter

A

Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language

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13
Q

Iterator

A

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation

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14
Q

Mediator

A

Define an object that encapsulates how a set of objects interact

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15
Q

Memento

A

Without violating encapsulation, capture and externalize an objects internal state so that the object can be resored to this state later

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16
Q

Observer

A

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically

17
Q

Prototype

A

Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype

18
Q

Proxy

A

Provide a surrogate or placeholder for another object to control access to it

19
Q

Singleton

A

Ensure a class only has one instance, and provide a global point of access to it

20
Q

State

A

Allow an object to alter its behaviour when its internal state changes

21
Q

Strategy

A

Define a family of algorithms, encapsulate each one, and make them interchangeable

22
Q

Template Method

A

Define the skeleton of an algorithm in an operation, deferring some steps to subclasses

23
Q

Visitor

A

Represent an operation to be performed on the elements of an object structure