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






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






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






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






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






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






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






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






9. Having power over inheritance with the flexibility of composition.






10. Static in C++. Can span all instances of a class.






11. 2 Eyes + 2 Minds = AWESOME!






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






13. Current view/ previous line.






14. Use this to find a memory address or signiture in a dll






15. Ensure a class only has one instance - and provide a global point of access to it






16. Variable doesn't exist.






17. Code whatever it is you need to code.






18. Plan out your code.






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






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






21. Whats displayed to the screen






22. Uploads changes to your current branch.






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






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






25. Downloads without merging.






26. Try to find the flaws in your code.






27. The linking is already done internally






28. Will execute all code paths and boundary conditions.






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






30. Undo changes made since your last commit.






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






32. You have to tell it to link






33. Link multiple projects together






34. Views all previous changes.






35. Are what function classes should include.






36. When doing a - precise task.






37. Always do the simplest design that could possibly work.






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






39. Classes build off of each other.






40. Makes a project compile in order of who is dependent on what






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






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






43. Symbols that can not be accessed by code in other units have __________. These symbols are usually static non-member functions/variables defined within.c/.cpp or defined in an anonymous namespace.






44. A measure of logical dependency.






45. One of the linking methods (pragma comment)






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






47. NULL memory.






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






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






50. 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