129_Q3

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1.
1 point
A household switch controlling lights, ceiling fans, etc. is an example of this design pattern.
2.
1 point
This is used when one object is modified, its dependent objects are to be notified
automatically
3.
1 point
This pattern allows adding of new functionality in an
existing object without
altering its structure.
4.
1 point
With the help of this pattern, the new operations are
performed on an existing structure.
5.
1 point
In this pattern, normally each receiver contains reference to another receiver. If one object cannot handle the request then it passes the same to the next receiver and so on.
6.
1 point
Useful when a single, global point of access to a limited resource is required.
7.
1 point
This pattern provides a class which normally handles all the communications between different classes and supports easy maintainability of the code by loose
coupling.
8.
1 point
This design pattern provides a
simple interface to large
code.
9.
1 point
This pattern is used to delegate the object creation to another...
10.
1 point
This pattern describes how the communication between the entities is controlled in a good manner and also defines the instructions grammar.
11.
1 point
Describes how closely all the routines in a class or all the code in a routine support a central purpose
12.
1 point
In this pattern, a class behavior or its algorithm can
be changed at run time.
13.
1 point
This allows traversing of lists, trees and other structures in a standard
manner.
14.
1 point
Allows saving of historical
states of an object and
restore the object back from
the historical states.
15.
1 point
Vending Machine is one example of it.
16.
1 point
These design patterns describe how objects and classes can be combined and form a large structure.
17.
1 point
If creating an object is expensive in time or computer resources, it allows you to postpone this creation until you need the actual object.
18.
1 point
This pattern helps us to separate the construction of a complex object from its representation so that the same construction process can create different representations.
19.
1 point
We use this pattern when we need to create thousands or more objects that share some common information.
20.
1 point
It lets subclasses redefine certain steps of an algorithm without
changing the algorithm's structure.
21.
1 point
describes how tightly a class or routine is related to other classes or routines.
22.
1 point
In this pattern, two incompatible types can communicate between each other.
23.
1 point
With this pattern a request is wrapped under an object as command and passed to invoker object.
24.
1 point
This is used to instantiate a class by
copying, or cloning, the
properties of an existing
object.
25.
1 point
With this pattern, The client never knows that it is working on an object which has many other objects inside it.