Design Patterns Flashcards

1
Q

Abstract Factory

A

Creational Pattern

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

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2
Q

Builder

A

Creational Pattern

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

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3
Q

Factory Method

A

Creational Pattern

Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

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4
Q

Prototype

A

Creational Pattern

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

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5
Q

Singleton

A

Creational Pattern

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

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6
Q

Adapter

A

Structural Pattern

Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces

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7
Q

Bridge

A

Structural Pattern

Decouple an abstraction from its implementation so that the two can vary independently.

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8
Q

Composite

A

Structural Pattern

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

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9
Q

Decorator

A

Structural Pattern

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

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10
Q

Facade

A

Structural Pattern

Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.

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11
Q

Flyweight

A

Structural Pattern

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

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12
Q

Proxy

A

Structural Pattern

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

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13
Q

Chain of Responsibility

A

Behavioral Pattern

Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving object and pass the request along the chain until an object handles it.

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14
Q

Command

A

Behavioral Pattern

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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15
Q

Interpreter

A

Behavioral Pattern

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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16
Q

Iterator

A

Behavioral Pattern

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

17
Q

Mediator

A

Behavioral Pattern

Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.

18
Q

Memento

A

Behavioral Pattern

Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.

19
Q

Observer

A

Behavioral Pattern

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

20
Q

State

A

Behavioral Pattern

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

21
Q

Strategy

A

Behavioral Pattern

Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

22
Q

Template Method

A

Behavioral Pattern

Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.

23
Q

Visitor

A

Behavioral Pattern

Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operations.