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






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






3. Concept based on limiting the scope of modules to provide better structures.






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






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






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






7. Current line that is executing.






8. Create a test and then create a function.






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






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






11. Views all previous changes.






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






13. Meetings used to create a release plan - which will lay out the overall project.






14. Try to find the flaws in your code.






15. When a concrete class inherits from a pure interface.






16. Downloads without merging.






17. Italicized in UML.






18. Freed heap memory.






19. CONSTANT






20. Will execute all code paths and boundary conditions.






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






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






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






24. Function doesn't exist.






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






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






27. One of the linking methods (pragma comment)






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






29. Developers should be integrated and releasing code into the code repository every few hours.






30. Allows consumers to try a system earlier and give early feedback.






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. Uploads changes to your current branch.






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






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






35. Helps to eliminate unnecessary "include chaining."






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






37. A function that can load a library






38. Code generation in a lib






39. Inheritance between object.






40. Code whatever it is you need to code.






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






42. The default nickname for the remote repository.






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






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






45. Encapsulates a request as an object - thereby letting you parameterize clients with different requests - queue or log requests - and support undoable operations.






46. Black Box - The way the program works is internally unknown.






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






48. Formatted code standards.






49. 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






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