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Semawhores Conquer Software Design

Jessica Nwaogbe 21 Fragen

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  1. 1The Manifesto for Agile Software Development: [blank_start]individuals and interactions[blank_end] over processes and tools, [blank_start]working software[blank_end] over comprehensive documentation, [blank_start]customer collaboration[blank_end] over contract negotiation, [blank_start]responding to change[blank_end] over following a plan
    1. Aindividuals and interactions
    2. Bworking software
    3. Ccustomer collaboration
    4. Dresponding to change
  2. 2For each test: 1.) [blank_start]Write a test case[blank_end]. 2.) Write/modify code so that [blank_start]test passes[blank_end]. New tests may be discovered. 3.) [blank_start]Refactor[blank_end].
    1. Atest passes
    2. BRefactor
    3. CWrite a test case
  3. 3Tests are generally "black box". What does this mean?
    1. AWritten without knowledge of internal structure
    2. BWritten with the knowledge of internal structure
  4. 4What is testing the smallest testable unit called?
    1. AUnit testing
    2. BIntegration testing
    3. CSystems testing
  5. 5Four models for Requirement Variants:

    Model #1:
    Make [blank_start]a copy of the source tree[blank_end]
    [blank_start]Throw away[blank_end] some code, add some new code
    Throw away unit tests, [blank_start]add new unit tests[blank_end]

    Model #2:
    [blank_start]Parameterization[blank_end]: Throw in some 'if'-statements

    Model #3:
    [blank_start]Polymorphic proposal[blank_end]: Variation through inheritance

    Model #4:
    [blank_start]Compositional proposal[blank_end]: Factor out rate model responsibility
    1. Aa copy of the source tree
    2. BThrow away
    3. Cadd new unit tests
    4. DParameterization
    5. EPolymorphic proposal
    6. FCompositional proposal
  6. 6A pattern consists of a [blank_start]name[blank_end], the [blank_start]intent[blank_end], the [blank_start]solution[blank_end], and [blank_start]consequences[blank_end].
    1. Aname
    2. Bintent
    3. Csolution
    4. Dconsequences
  7. 7A pattern is defined by
    1. Athe problem it solves, not the structure of the solution.
    2. Bthe structure of the solution, not the problem it solves.
  8. 8What are creational design patterns?
    1. APatterns for creating objects
    2. BPatterns that define relationships between classes and objects
    3. CPatterns that are concerned with algorithms and assignment of responsibilities between objects
  9. 9What are structural design patterns?
    1. APatterns for creating objects
    2. BPatterns that define relationships between classes and objects
    3. CPatterns that are concerned with algorithms and assignment of responsibilities between objects
  10. 10What are behavioral design patterns?
    1. APatterns for creating objects
    2. BPatterns that define relationships between classes and objects
    3. CPatterns that are concerned with algorithms assignment of responsibilities between objects

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Beschreibung
Quiz used to study for final in Software Design class. Please add questions.
Sprache
English
Aufrufe
6
Schlagwörter
computer science
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