Database System Concepts
Database System Concepts
7th Edition
ISBN: 9780078022159
Author: Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher: McGraw-Hill Education
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**1. What is a software design pattern? What are the three categories we have in the design pattern?**

A software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. Design patterns are best practices that the programmer can use to solve common problems when designing an application or system.

There are three main categories of design patterns:

1. **Creational Patterns**: These patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. Examples include Singleton, Factory Method, and Abstract Factory.

2. **Structural Patterns**: These patterns focus on composing classes or objects to form larger structures. Examples include Adapter, Composite, and Proxy.

3. **Behavioral Patterns**: These patterns are concerned with algorithms and the assignment of responsibilities between objects. Examples include Strategy, Observer, and Command.
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Transcribed Image Text:**1. What is a software design pattern? What are the three categories we have in the design pattern?** A software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. Design patterns are best practices that the programmer can use to solve common problems when designing an application or system. There are three main categories of design patterns: 1. **Creational Patterns**: These patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. Examples include Singleton, Factory Method, and Abstract Factory. 2. **Structural Patterns**: These patterns focus on composing classes or objects to form larger structures. Examples include Adapter, Composite, and Proxy. 3. **Behavioral Patterns**: These patterns are concerned with algorithms and the assignment of responsibilities between objects. Examples include Strategy, Observer, and Command.
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