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About this course
Design patterns are the vocabulary senior engineers use to describe solutions they have already agreed on. The creational patterns are the first half of that vocabulary: they all answer one question — who decides which object gets made, and when. Getting them right is less about memorising diagrams than about recognising the pressure in a codebase that each pattern relieves, and knowing the cost you accept in exchange. This course covers that ground as practice questions rather than a catalogue.
What it covers
Seven topics: design-pattern fundamentals including code quality and the SOLID principles, then Singleton, Factory and Factory Method, Abstract Factory, Builder, and Prototype — each split into basics, implementation, and the tradeoffs that decide whether you should use it. A closing mastery topic compares the patterns against each other and asks which one a given situation actually calls for, which is how interviews test them.
Who this is for
Developers preparing for design rounds, and anyone who has read the pattern names but could not defend a choice between Factory and Builder under questioning. It assumes you are comfortable with classes, interfaces, and inheritance in at least one object-oriented language. It does not assume you have used any pattern deliberately before.
How MCQ practice works on Abekus
The course is organised as topics, subtopics, and individual lessons. Each lesson pairs a short set of explanation cards with practice questions written for that lesson, so the questions test the idea you just read rather than a general survey. Wrong answers come with a worked explanation, and the AI guide surfaces the mistakes you keep repeating.