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Software Engineering Vocab

Subjects : engineering, it-skills
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. Each line of code is covered once






2. JQuery is a lightweight JavaScript library that emphasizes interaction between JavaScript and HTML.






3. 3rd step of requirements gathering






4. Each possible path through the code is covered






5. (smell) A method using another class more than its own






6. 4th step of requirements gathering






7. Contract between inventor - assignee and state giving a time and geographically limited monopoly






8. A method that initializes a newly instantiated object






9. AKA: Function Constant or Function Literal A function defined - and possibly called - without being bound to an identifier.






10. Techniques for composing objects to form larger structures






11. Test cases made -> code compiles -> make code pass






12. (smell)class with too many instance variables or too much code






13. (smell) If a set of variables are used together in multiple places






14. Test the run - time performance of the system






15. A few sentences summarizing a use case






16. Figuring out what the requirements are






17. Test whether or not tasks can be accomplished efficiently by all levels of users






18. (smell) A class whose only purpose is to hold data






19. Degree to which the system meets the specified requirements and development standards






20. (smell) One class delegates all of its requests to another class






21. Object oriented programming; using objects to solve problems.






22. Testing tactic based on whether inputs and outputs match up for required functionality






23. 'single dot rule'






24. An effective method expressed as a finite list of well- defined instructions for solving a problem.






25. Comprehensive description of software's intended purpose






26. The process of attempting to optimise the read performance of a database by adding redundant data or by grouping data






27. Approach to team management that splits management up into two people with separate tasks






28. An operator used to denote anonymous functions or closures.






29. Testing the whole system for functionality






30. 1. A language feature that supports prototype- based programming. 2. Originally: One object relying upon another to provide a specified set of functionalities. 3. In .NET: A way of telling which method to call when an event is triggered






31. A design pattern that allows behaviour to be added to an existing object dynamically.






32. (smell) method has too many statements - loops or variables






33. Testing designed to uncover regressions (where stuff that used to work doesn't work anymore)






34. Derived methods should not assume more or deliver less






35. How developed code is (testing - documentation etc)






36. Testing that verifies that individual units of source code are working






37. Constraints on the design due to external factors






38. Representational State Transfer.






39. Word - logo or symbol used to distinguish one organization's wares and services from another's






40. Recognizable indicator that something may be wrong with code






41. The process of eliminating data redundancy by ensuring that tables in a database pertain to a single topic






42. Lack of errors in code - readability etc






43. Executes system in a manner that demands abnormal amounts of resources






44. Testing can show the presence but not absence of errors


45. Testing where modules are combined and tested as a group






46. Each team member given set of features to work on






47. Reusable - abstract 'blocks' of design






48. How well your fulfil your requirements






49. Diagram outlining the tasks that are going to be performed by the user






50. The rights governing the ownership and disposition of technology