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SWA - Software Architecture

Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Taking code and moving it to a function that usually returns an object. They are always virtual functions.






2. When a conflict is fixed.






3. Stops when memory changes.






4. Reusing existing functionality by defining a relationship between two classes : Inheritance or containment.






5. Views all previous changes.






6. Application






7. Breaks encapsulation boundaries.






8. Puts all headers into a master header.






9. A reference. Has and delete dynamic memory. implies ownership (Association does not).






10. Do not optimize until the very end.






11. Meetings at the beginning of each iteration to produce a plan of programming tasks.






12. Current line that is executing.






13. STOP!!






14. Compose objects into tree structures to represent part-whole hierarchies. Lets clients treat individual objects and compositions of objects uniformly.






15. A set of creation and initialization steps useful for a set of different related tests.






16. The linking is already done internally






17. Adds files to the repository.






18. NULL memory.






19. One of the linking methods (pragma comment)






20. Treating a derived class's data members like it's base class's.






21. Quick program.






22. Makes a copy of your repository.






23. Copies all changes from one branch into another branch.






24. Weak relationship between two classes. Almost always results in a #include.






25. Bad! Don't ever use these types of variables!






26. About the interface to an object. Data contained within.






27. When you type in an object - you can see its attributes.






28. Ability to accept different types of parameters to bind to different implementations at run-time.






29. Provide a unified interface to a set of interfaces in a subsystem. Defines a higher-level interface that makes the subsystem easier to use.






30. Put this before a function name in a dll - and the function name will avoid name mangling






31. Input






32. Set of all pending changes.






33. Static in C++. Can span all instances of a class.






34. Linking to dynamic libraries is usually handled by linking to an ____________.






35. The process of deciding which function definition to link during run-time.






36. Ask questions and obtain the details and requirements given.






37. Ability to withstand change and what the effects are.






38. Downloads your changes and then merges.






39. A type of library that is used by the code






40. Initialized stack memory.






41. Symbols that can not be accessed by code in other units have __________. These symbols are usually static non-member functions/variables defined within.c/.cpp or defined in an anonymous namespace.






42. A measure of logical dependency.






43. Figure out what is feasible. Decide whether to use API's or to write from scratch.






44. Fix any problems and then repeat the process.






45. Functionality Tests.






46. Use only through the interface of the object.






47. Creates a spin-off of a repository for concurrent development.






48. Allows you to switch your working copy to another branch.






49. Separating out a section of code into a reusable function or class.






50. A pointer or reference. One object needs to know about the other object to work.







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