CS129 Quiz 3

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1.
1 point
A graphical language for expressing object-oriented designs.
2.
1 point
A standardized system of notation for a flowchart
3.
1 point
Allows saving of historical states of an object and restore the object back from the historical states.
4.
1 point
Describes how closely all the routines in a class or all the code in a routine support a central purpose
5.
1 point
Relationship that denotes a "Class A uses objects of Class B"
6.
1 point
This is used when one object is modified, its dependent objects are to be notified automatically.
7.
1 point
'A file is an ordinary file or a directory file' is an example of what relationship?
8.
1 point
Interface is called ___ in UML
9.
1 point
Diagram that emphasizes the raltionsip of the objects that participate in a interaction
10.
1 point
This pattern helps us to separate the construction of a complex object from its representation so that the same construction process can create different representations.
11.
1 point
In this pattern, normally each receiver contains reference to another receiver. If one object cannot handle the request then it passes the same to the next receiver and so on.
12.
1 point
A household switch controlling lights, ceiling fans, etc. is an example of this design pattern.
13.
1 point
This pattern is used to delegate the object creation to another...
14.
1 point
We use this pattern when we need to create thousands or more objects that share some common information.
15.
1 point
A graphic presentation of the static view that shows a collection of declarative model elements and their contents and relationships
16.
1 point
Vending Machine is one example of it.
17.
1 point
Diagram used to document the various model that a class can go through.
18.
1 point
This allows traversing of lists, trees and other structures in a standard manner.
19.
1 point
In this pattern, a class behavior or its algorithm can be changed at run time.
20.
1 point
This design pattern provides a simple interface to large code.
21.
1 point
This pattern provides a class which normally handles all the communications between different classes and supports easy maintainability of the code by loose coupling.
22.
1 point
Diagram that represents an external view of the system
23.
1 point
This pattern allows adding of new functionality in an existing object without altering its structure.
24.
1 point
Diagram similar to a class diagram but focuses on the instances of classes.
25.
1 point
With this pattern, The client never knows that it is working on an object which has many other objects inside it.
26.
1 point
This pattern describes how the communication between the entities is controlled in a good manner and also defines the instructions grammar.
27.
1 point
It describes how tightly a class or routine is related to other classes or routines.
28.
1 point
With the help of this pattern, the new operations are performed on an existing structure.
29.
1 point
A "has-a" relationship where the contained object can't exist without the container object
30.
1 point
Relationship that requires each object to have a reference to the other object(s).
31.
1 point
In this pattern, two incompatible types can communicate between each other.
32.
1 point
With this pattern a request is wrapped under an object as command and passed to invoker object.
33.
1 point
If creating an object is expensive in time or computer resources, it allows you to postpone this creation until you need the actual object.
34.
1 point
Useful when a single, global point of access to a limited resource is required.
35.
1 point
These design patterns describe how objects and classes can be combined and form a large structure.
36.
1 point
This is used to instantiate a class by copying, or cloning, the properties of an existing object.