Test your basic knowledge |

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. Always do the simplest design that could possibly work.






2. Stand up meetings show who will be valuable and needed.






3. Cross training is an important consideration to try and prevent islands of knowledge - which can cause loss.






4. When GIT cannot merge your data.






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






6. Variable doesn't exist.






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






8. Keeps a team using a similar naming convention for things.






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






10. Downloads your changes and then merges.






11. Invalid or unexpected input that the program is not designed to process.






12. Breaks encapsulation boundaries.






13. When we remove redundant or obsolete designs and replace them with a new.






14. Define a one-to-many dependency between objects so that when one object changes state - all its dependents are notified and updated automatically






15. Simply a value.






16. Function doesn't exist.






17. Are what function classes should include.






18. How many objects that a source object can legitimately reference.






19. Use only through the interface of the object.






20. You have to tell it to link






21. Uploads all changes staged in the index list into the repository database.






22. A collection of memory addresses for all virtual functions in an objects class hierarchy.






23. CONSTANT






24. Connection between a local brand and a remote branch.






25. Symbols that can be invoked or used by other code in a different unit. All non inline class member functions and variables - non-static non-member functions and variables defined within a .cpp file






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






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






28. Classes build off of each other.






29. Initialized stack memory.






30. Formatted code standards.






31. (Door-----Spell) BI_DIRECTIONAL because both classes can reference each other. (Door--->Spell) DIRECTIONAL because only the door knows and can reference Spell.






32. Valid input that the program is designed to process.






33. A group of code. unnamed can only be accessed within that translation unit - name can be accessed anywhere






34. Functionality Tests.






35. Fix any problems and then repeat the process.






36. The linking is already done internally






37. 2 Eyes + 2 Minds = AWESOME!






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






39. Puts all headers into a master header.






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






41. Takes information in the index and pushes it onto the stack.






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






43. Will execute all code paths and boundary conditions.






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






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






46. Trying to access a location in memory that your computer cannot access.






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






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






49. Bookmark of a revised set with a title. For easy checkouts.






50. Ability to treat a class object as a function by overloading the () operator.