Junior
What design patterns do you know?
sobes.tech AI
Answer from AI
Creational:
- Singleton: Ensures a class has only one instance and provides a global point of access to it.
- Factory Method: Defines an interface for creating an object but allows subclasses to decide which class to instantiate.
- Abstract Factory: Provides an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder: Separates the construction of a complex object from its representation, allowing the same construction process to create different representations.
- Prototype: Creates new objects by copying an existing object (prototype), rather than creating new instances from scratch.
Structural:
- Adapter: Converts the interface of a class into another interface clients expect. Allows classes with incompatible interfaces to work together.
- Bridge: Decouples an abstraction from its implementation, so they can vary independently.
- Composite: Composes objects into tree structures to represent hierarchies. Allows clients to treat individual objects and compositions uniformly.
- Decorator: Adds responsibilities to objects dynamically by wrapping them in decorator objects.
- Facade: Provides a unified interface to a set of interfaces in a subsystem. Defines a higher-level interface that makes the subsystem easier to use.
- Flyweight: Uses sharing to support large numbers of fine-grained objects efficiently.
- Proxy: Provides a surrogate or placeholder for another object to control access to it.
Behavioral:
- Chain of Responsibility: Passes a request along a chain of handlers. Each handler decides whether to process the request or pass it on.
- Command: Encapsulates a request as an object, allowing parameterization of clients with different requests, queuing of requests, and logging.
- Interpreter: Defines a grammatical representation for a language and an interpreter to interpret sentences in the language.
- Iterator: Provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator: Defines an object that encapsulates how a set of objects interact. Promotes loose coupling by keeping objects from referring to each other explicitly.
- Memento: Captures and externalizes an object's internal state so that the object can be restored to this state later.
- Observer: Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State: Allows an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Lets the algorithm vary independently from clients that use it.
- Template Method: Defines the skeleton of an algorithm in an operation, deferring some steps to subclasses. Lets subclasses redefine certain steps of an algorithm without changing its structure.
- Visitor: Represents an operation to be performed on the elements of an object structure. Lets you define a new operation without changing the classes of the elements.
In iOS development, also common are:
- Model-View-Controller (MVC): Architectural pattern dividing an application into three components: Model (data and business logic), View (user interface), and Controller (mediates between Model and View).
- Delegate: Pattern that allows one object to act on behalf of or in coordination with another.
- Observer (NotificationCenter): A notification dispatch system allowing objects to receive messages without direct coupling.
- Target-Action: Mechanism for sending messages from control elements (like buttons) to a target object.
- Coordinator: Pattern for managing navigation flows in an app, separating navigation logic from view controllers.
- Dependency Injection: Pattern where dependencies are injected into an object from outside, rather than the object creating them itself.
// Singleton example
class SettingsManager {
static let shared = SettingsManager() // Single instance
private init() {
// Private initializer to prevent external creation
}
var appVersion: String {
return Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String ?? "Unknown"
}
}
// Usage
let settings = SettingsManager.shared
print("App Version: \(settings.appVersion)")
// Delegate example (simple)
protocol ButtonDelegate: AnyObject {
func buttonWasTapped(_ button: UIButton)
}
class MyButton: UIButton {
weak var delegate: ButtonDelegate? // Delegate property
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
delegate?.buttonWasTapped(self) // Call delegate method
}
}
class ViewController: UIViewController, ButtonDelegate {
override func viewDidLoad() {
super.viewDidLoad()
let myButton = MyButton(frame: CGRect(x: 50, y: 50, width: 100, height: 40))
myButton.setTitle("Tap Me", for: .normal)
myButton.backgroundColor = .blue
myButton.delegate = self // Set delegate
view.addSubview(myButton)
}
func buttonWasTapped(_ button: UIButton) {
print("Button was tapped in ViewController")
}
}