Design Patterns (Gang of Four) Flashcards

Key concepts from Design Patterns by Gamma, Helm, Johnson, & Glissades

1
Q

Abstract Factory

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Singleton

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Bridge

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Decorator

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Flyweight

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Proxy

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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 objects and pass the request along the chain until an object handles it.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

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.

19
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.

20
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.

21
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.

22
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 operates.