Design Patterns Quiz - Multiple Choice Questions (MCQ)

Design patterns represent the best practices used by experienced object-oriented software developers. These patterns solve common design problems and reduce the complexities in our code. This quiz has been curated to test your knowledge about these design patterns.

This Design Patterns quiz consists of 25+ multiple-choice questions (MCQ) with answers and explanations.

1. What is a design pattern in software development? 

A) A fixed set of coding rules 
B) A general reusable solution to a commonly occurring problem 
C) A specific coding style 
D) None of the above 

2. How many types of design patterns are there? 

A) 3 
B) 5 
C) 8 
D) 10 

3. What is the main benefit of using a design pattern? 

A) It reduces the total codebase 
B) It allows for the separation of responsibilities 
C) It ensures that the code is easier to understand and debug 
D) All of the above 

4. Which of the following is NOT a creational design pattern? 

A) Singleton Pattern 
B) Factory Pattern 
C) Bridge Pattern 
D) Prototype Pattern 

5. Which of the following is a behavioral design pattern? 

A) Observer Pattern 
B) Composite Pattern 
C) Flyweight Pattern 
D) Builder Pattern 

6. What is a Singleton design pattern? 

A) A design pattern that allows you to ensure that a class has only one instance 
B) A design pattern that lets you fit more objects into the available amount of RAM 
C) A design pattern that separates an object's specification from its implementation 
D) A design pattern that ensures that the class has multiple instances 

7. Which of the following best describes the Factory Pattern in design patterns? 

A) It is used to create duplicate objects while keeping performance in mind. 
B) It involves a single class that is responsible to join functionalities of independent or incompatible interfaces. 
C) It restricts the instantiation of a class and ensures that only one instance of the class exists. 
D) It allows an object to be created without exposing the creation logic to the client and the created object is referred to using a common interface. 

8. What is the use of the Builder Pattern?

A) It simplifies the creation of complex objects by breaking the creation process into steps. 
B) It allows an object to alter its behavior when its internal state changes. 
C) It ensures a class has only one instance and provides a global point of access to it. 
D) It helps in hiding the complexities of the system and provides an interface to the client. 

9. What is the primary purpose of the Abstract Factory design pattern in software design? 

A) It provides an interface for creating families of related or dependent objects without specifying their concrete classes. 
B) It ensures that a class only has one instance and provides a global point of access to it. 
C) It defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. 
D) It decouples an abstraction from its implementation so that the two can vary independently. 

10. What is the primary purpose of the Prototype Pattern in design patterns? 

A) To provide a mechanism for creating, deleting, and managing classes at runtime. 
B) To create a clone of an existing object rather than creating a new one, typically for performance reasons. 
C) To provide a simple way to represent hierarchical relationships between objects. 
D) To provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. 

11. What is the primary function of the Adapter design pattern in software development? 

A) It allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class. 
B) It ensures that a class only has one instance and provides a global point of access to it. 
C) It provides an interface for creating families of related or dependent objects without specifying their concrete classes. 
D) It allows for the dynamic addition of new operations to objects without modifying the classes. 

12. Which pattern helps in reducing complex conditional logic? 

A) Strategy pattern 
B) Observer pattern 
C) Factory pattern 
D) Proxy pattern 

13. The Decorator design pattern is also known as: 

A) Wrapper 
B) Virtual Proxy 
C) Ghost 
D) Pseudo Proxy 

14. Which structural pattern should be used when you want to add responsibilities to an object dynamically? 

A) Bridge 
B) Composite 
C) Decorator 
D) Adapter 

15. Which of the following best describes the Composite design pattern? 

A) The Composite pattern composes objects into tree structures to represent part-whole hierarchies. 
B) The Composite pattern defines an interface for creating families of related or dependent objects without specifying their concrete classes. 
C) The Composite pattern decouples an abstraction from its implementation so that the two can vary independently. 
D) The Composite pattern provides a way to access the elements of a collection object in a sequential manner without any need to know its underlying representation. 

16. Which design pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation? 

A) Proxy pattern 
B) Observer pattern 
C) Iterator pattern 
D) Strategy pattern 

17. Which pattern is specifically concerned with communication between objects? 

A) Mediator 
B) Decorator 
C) Factory 
D) Command 

18. In which pattern does a surrogate or placeholder class control access to the original object? 

A) Adapter 
B) Proxy 
C) Decorator 
D) Bridge 

19. Which structural design pattern decouples an abstraction from its implementation so that the two can vary independently? 

A) Adapter 
B) Bridge 
C) Composite 
D) Facade 

20. Which pattern allows an object to change its behavior when its internal state changes? 

A) State 
B) Strategy 
C) Visitor 
D) Composite 

21. Which behavioral design pattern should be used when a behavior among objects should be encapsulated and made to operate on an object structure? 

A) Visitor 
B) Strategy 
C) Observer 
D) Command 

22. Which behavioral design pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable? 

A) Strategy 
B) Observer 
C) Mediator 
D) State 

23. Which design pattern is used when there is a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically?

A) Observer 
B) State 
C) Visitor 
D) Command 

24. Which design pattern would you use to encapsulate a request as an object? 

A) Decorator Pattern 
B) Command Pattern 
C) Singleton Pattern 
D) Bridge Pattern 

25. What is Template Design Pattern? 

A) It defines the skeleton of an algorithm in a method, deferring some steps to subclasses. 
B) It ensures that a class has only one instance and provides a global point of access to it. 
C) It encapsulates a request as an object, thereby allowing for the parameterization of clients with queues, requests, and operations. 
D) It provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. 

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