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What types of design patterns do you know and can you give examples of their use?

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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 so that the same construction process can create different representations.
  • Prototype: Creates new objects by copying an existing object.

Structural:

  • Adapter: Converts the interface of a class into another interface clients expect.
  • Bridge: Decouples an abstraction from its implementation so that the two can vary independently.
  • Composite: Composes objects into tree structures to represent hierarchies "part-whole". Lets clients treat individual objects and compositions uniformly.
  • Decorator: Dynamically adds responsibilities to an object by wrapping it.
  • Facade: Provides a unified interface to a set of interfaces in a subsystem.
  • 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 requests along a chain of handlers.
  • Command: Encapsulates a request as an object, allowing parameterization of clients with different requests, queuing or logging requests.
  • Interpreter: Defines a grammatical representation for a language and provides an interpreter for it.
  • 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.
  • Memento: Without violating encapsulation, 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 as if it changed its class.
  • Strategy: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.
  • Template Method: Defines the skeleton of an algorithm in an operation, deferring some steps to subclasses.
  • Visitor: Represents 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.

Usage examples:

// Singleton example: Logger
public class Logger {
    private static Logger instance;

    private Logger() {}

    public static Logger getInstance() {
        if (instance == null) {
            instance = new Logger();
        }
        return instance;
    }

    public void log(String message) {
        System.out.println("LOG: " + message);
    }
}
// Factory Method example: Factory for creating different types of animals
interface Animal {
    void makeSound();
}

class Dog implements Animal {
    @Override
    public void makeSound() {
        System.out.println("Woof");
    }
}

class Cat implements Animal {
    @Override
    public void makeSound() {
        System.out.println("Meow");
    }
}

class AnimalFactory {
    public Animal createAnimal(String type) {
        if ("dog".equalsIgnoreCase(type)) {
            return new Dog();
        } else if ("cat".equalsIgnoreCase(type)) {
            return new Cat();
        }
        return null;
    }
}
// Observer example: Subscribing to state changes
import java.util.ArrayList;
import java.util.List;

interface Observer {
    void update(String message);
}

class Subject {
    private List<Observer> observers = new ArrayList<>();
    private String state;

    public void attach(Observer observer) {
        observers.add(observer);
    }

    public void setState(String state) {
        this.state = state;
        notifyObservers();
    }

    private void notifyObservers() {
        for (Observer observer : observers) {
            observer.update(state);
        }
    }
}

class ConcreteObserver implements Observer {
    private String name;

    public ConcreteObserver(String name) {
        this.name = name;
    }

    @Override
    public void update(String message) {
        System.out.println(name + " received update: " + message);
    }
}
What types of design patterns do you know and can you… - sobes.tech