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






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






3. Freezing the state of the source code at a particular point






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






5. A few sentences summarizing a use case






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






7. Each possible path through the code is covered






8. Reusable - abstract 'blocks' of design






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






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

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11. One or two paragraphs of text outlining a use case






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






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






14. Semantic- oriented programming. A programming paradigm in which the programmer formulizes the logic of a domain by means of semantic structures






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






16. Single step in a lifecycle






17. 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.






18. 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.






19. Iterative - incremental framework for project management.






20. Ways to express the system's subsystems and their relationship






21. A way to automatically grade code based on heuristics






22. The degree to which code is free of defects






23. Formal document outlining a task that needs to be performed on a system






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






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






26. Recognizable indicator that something may be wrong with code






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






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






29. A subjective set of rules or guidelines used when writing source code. Example: The use of whitespace to consistently group and space out statements.






30. How well your fulfil your requirements






31. The rights governing the ownership and disposition of technology






32. Verifies that system is protected against improper penetration






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






34. Lack of errors in code - readability etc






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






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






37. Each line of code is covered once






38. Reusable - abstract 'blocks' of design






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






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






41. 4th step of requirements gathering






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






43. Developing a plan for a product - system or component. 'how' a system should perform a task






44. Representational State Transfer.






45. 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






46. AKA: Object - Entity - or Value - An entity that can be constructed at run - time - passed as a parameter - returned from a subroutine - or assigned into a variable.






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






48. A powerful motivator for change






49. A movement that promotes common formats for data.






50. Tasks that a system must be able to perform