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4 cards from this section. Quick, good the night before a test.
What is a design pattern?
Think about solutions used in common software issues.
Name the three categories of design patterns.
Consider how each type relates to objects and their interactions.
Which of the following is a benefit of using design patterns?
Consider the advantages of established solutions.
True or False: Anti-patterns are effective solutions.
Recall the definition of an anti-pattern.
Identify an anti-pattern in your previous projects and suggest a design pattern that could have replaced it.
Think about the chaos in your early projects and how you could streamline them.
Design a simple class structure for a game that utilizes both the Singleton and Observer patterns, and explain your design choices.
Consider how the game might need a singular manager to oversee state changes while notifying multiple elements like score displays.
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