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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. Protecting the embodiment of an idea






2. 2nd step of requirements gathering






3. Series of phases through which software is developed






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






5. (smell) client needs to use one object to get another and then use that one to get another






6. The degree to which code is free of defects






7. Verifies that system is protected against improper penetration






8. The rights governing the ownership and disposition of technology






9. Constraints on the design due to external factors






10. Description of possible sequences of interactions between a user and the system.






11. 4th step of requirements gathering






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






13. Small - behaviour- preserving - source- to- source transformation






14. Simple Object Access Protocol. Specification for exchanging structured information. Uses XML. Usually relies on other Application Layer protocols (HTTP - SMTP)






15. Representational State Transfer.






16. 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






17. Testing tactic that looks at all ways that data can flow through the code






18. Each line of code is covered once






19. 'single dot rule'






20. Diagram used to show how information flows around the system






21. Wrote the book Design Patterns: Elements of Reusable Object-Oriented Software.






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






23. Part of compiler reads the sequence of characters and outputs a sequence of lexemes.






24. Delaying the creation of an object - calculation of a value or another expensive process until first needed.






25. The things a system must do






26. Improve the internal design and implementation of code without affecting external behavior






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






28. Absence of lifecycle






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






30. A computer program that divides code up into functional components






31. Reusable - abstract 'blocks' of design






32. Test the run - time performance of the system






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

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34. A guess of the ability to complete a task or solve a problem. Typically the possible benefits and risks are considered. Some factors would be benefit of completion - risks of incompletion and costs to approach completion.






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






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






37. Derived methods should not assume more or deliver less






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






39. A relationship between objects.






40. 1st step of requirements gathering






41. Single step in a lifecycle






42. Recognizable indicator that something may be wrong with code






43. A powerful motivator for change






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






45. A method that initializes a newly instantiated object






46. A set of rules that define the combinations of symbols that are considered to be correctly structured in a specific programming language. Example: In many programming languages - statements are terminated by a semicolon.






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






48. Models ->code work is done to keep models in sync with code






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






50. Force software to fail in order to see how it recovers