The. Is a handle we can use to describe a design problem in design pattern
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Explanation:
The Design pattern is nothing but a method of designing our software and application. Each design pattern denotes sets of problems and gives solutions to them as well.
Objects vary in size and number greatly.
Following are the method that can help solve problems:
- The Façade pattern method mainly describes represents complete subsystems as objects.
- A Flyweight pattern describes how to support huge numbers of objects at the finest granularity.
- Abstract Factory and Builder yields objects whose responsibilities are to create other objects.
- A Visitor and Command patterns yield objects whose responsibilities are to implement a request on another object or group of objects.
- Operation (method) declaration for an object includes the operations name, parameters here taken as an object, and the operations return value, also known as the signature of operations.
- The set of all signatures for an object is called the interface to the object. An object's interface characterizes the complete set of requests that can be sent to the object.
- Any request that matches a signature in the interface of the object may be sent to the object.
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We need to fill in the blank in the sentence given and we shall fill it up with the word pattern name.
- The pattern name is a handle that we can use to describe a design problem.
- This helps to describe the problem in a couple of words.
- The main concern is when to apply this pattern.
- The answer and consequences are the output we get after applying the pattern.
- The design pattern help to describe how to design the problem in a particular context.
- Therefore, the correct answer will be ' Pattern Name.'
PROJECT CODE: #SPJ3
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