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Top 10 Design Patterns for Programming Interviews

  • Design patterns are reusable solutions to common problems encountered in software design. They encapsulate best practices and provide a blueprint for creating flexible, maintainable, and scalable software.
  • Here are the 10 important design patterns you can learn for programming job interviews, while it may take less time to read this article but if you want to try code examples, it may take even more than 10 minutes but 10 minutes is good enough to read and understand these code examples.
  • The Singleton pattern ensures that a class has only one instance and provides a global point of access to it. This is particularly useful when exactly one object is needed to coordinate actions across the system.
  • The Factory Method pattern defines an interface for creating an object, but lets subclasses alter the type of objects that will be created. It provides an interface for creating instances of a class, with its subclasses deciding which class to instantiate.
  • The Observer pattern defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. This is commonly used in implementing distributed event handling systems.
  • The Strategy pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. It allows a client to choose the appropriate algorithm at runtime.
  • The Decorator pattern attaches additional responsibilities to an object dynamically. This pattern enables the dynamic addition of responsibilities to objects, avoiding the need for an unwieldy number of subclasses.
  • The Adapter pattern allows incompatible interfaces to work together. It acts as a bridge between two incompatible interfaces, making them compatible without changing their code.
  • The Command pattern encapsulates a request as an object, thereby allowing for parameterization of clients with different requests, queuing of requests, and logging of the parameters.
  • The Composite pattern composes objects into tree structures to represent part-whole hierarchies. It allows clients to treat individual objects and compositions of objects uniformly.
  • The State pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

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