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27. Design Patterns

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    4 cards from this lesson. Good the night before a test.

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  1. 1.

    What is a design pattern?

    Hint

    Think about solutions used in common software issues.

  2. 2.

    Name the three categories of design patterns.

    Hint

    Consider how each type relates to objects and their interactions.

  3. 3.

    Which of the following is a benefit of using design patterns?

    • Speed up development
    • Increase complexity
    • Reduce communication
    Hint

    Consider the advantages of established solutions.

  4. 4.

    True or False: Anti-patterns are effective solutions.

    • True
    • False
    Hint

    Recall the definition of an anti-pattern.

  5. 5.

    Identify an anti-pattern in your previous projects and suggest a design pattern that could have replaced it.

    Hint

    Think about the chaos in your early projects and how you could streamline them.

  6. 6.

    Design a simple class structure for a game that utilizes both the Singleton and Observer patterns, and explain your design choices.

    Hint

    Consider how the game might need a singular manager to oversee state changes while notifying multiple elements like score displays.

Exercises

Total Questions

2

Estimated Time

4 min

Passing Score

70%

Instructions

  • Read each question carefully
  • You can use hints if you need help
  • Complete all questions before submitting

4 more questions available

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Quiz

Total Questions

2

Estimated Time

4 min

Passing Score

70%

Instructions

  • Read each question carefully
  • You can use hints if you need help
  • Complete all questions before submitting

1 more question available

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Challenge Problems

Total Questions

2

Estimated Time

4 min

Passing Score

70%

Instructions

  • Read each question carefully
  • You can use hints if you need help
  • Complete all questions before submitting