Software Engineering Principles - Midterm TEXTBOOK Study Material - Chapters 4 5 8 11 and Appendix I

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Software Engineering Principles - Midterm TEXTBOOK Study Material - Chapters 4 5 8 11 and Appendix I
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2014-03-15 09:19:44
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software engineering principles programming UML Unified Modeling language SEN601
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Midterm Study Materials for SEN601 Software Engineering Principles and UML Unified Modeling Language
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  1. Which of the following interface design principles does not allow the user to remain in control of the interaction with the computer?

    A) allow interaction to be be interruptible
    B) hide technical internals from casual users
    C) only provide one rigidly defined method for accomplishing a task
    D) allow interaction to be undoable
    C) only provide one rigidly defined method for accomplishing a task
    (this multiple choice question has been scrambled)
  2. Which of the following interface design principles reduce the user's memory load?

    A) definitive intuitive shortcuts
    B) define intuitive shortcuts, disclose information in a progressive fashion & establish meaningful defaults
    C) establish meaningful defaults
    D) provide an on-line tutorial
    E) disclose information in a progressive fashion
    B) define intuitive shortcuts, disclose information in a progressive fashion & establish meaningful defaults (A,B & C)
    (this multiple choice question has been scrambled)
  3. T/F    The reason for reducing the user's memory load is to make his or her interaction with the computer quicker to complete.

    A) True
    B) False
    B) False
  4. Interface consistency implies that;

    A) visual information is organized according to a design standard
    B) input mechanisms remain the same throughout the application AND visual information is organized according to a design standard  (both B & D)
    C) each application should have it's own distinct look and feel
    D) input mechanisms remain the same throughout the application
    E) navigational methods are context sensitive
    B) input mechanisms remain the same throughout the application AND visual information is organized according to a design standard  (both B & D)
    (this multiple choice question has been scrambled)
  5. T/F  If past models have created certain user expectations it is not generally good to make changes to the model.

    A) True
    B) False
    A) True
  6. Which model depicts the profile of the end users of a computer system?

    A) design model
    B) implementation model
    C) user model
    D) user's model
    C) user model
    (this multiple choice question has been scrambled)
  7. Which model depicts the image of a system that an end user creates in his or her head?

    A) system perception
    B) system model
    C) user model
    D) design model
    A) system perception
    (this multiple choice question has been scrambled)
  8. Which model depicts the look and feel of the user interface along with all supporting information?

    A) user's model
    B) system perception
    C) user model
    D) implementation model
    D) implementation model
    (this multiple choice question has been scrambled)
  9. Which of these framework activities is not normally associated with the user interface design processes?

    A) cost estimation
    B) interface construction
    C) interface validation
    D) user and task analysis
    A) cost estimation
    (this multiple choice question has been scrambled)
  10. Which approach(es) to user task analysis can be useful in user interface design?

    A) have users indicate their preferences on questionnaires
    B) rely on the judgment of experienced programmers
    C) observe users performing tasks manually
    D) study existing computer-based solutions AND observe users performing tasks manually
    E) study existing computer-based systems
    D) study existing computer-based solutions AND observe users performing tasks manually  (both c & d)
    (this multiple choice question has been scrambled)
  11. T/F  Object-oriented analysis techniques can be used to identify and refine user task objects and actions without any need to refer to the user voice.

    A) True
    B) False
    B) False
  12. T/F  The computer's display capabilities are the primary determinant of the order in which user interface design activities are completed.

    A) True
    B) False
    B) False
  13. T/F  It is sometimes possible that the interface designer is constrained by environmental factors that mitigate against ease of use for many users. 

    A) True
    B) False
    A) True
  14. T/F  One means of defining user interface objects and actions is to conduct a grammatical parse of the user scenario.

    A) True
    B) False
    A) True
  15. T/F  Interface design patterns typically include a complete component-level design (design classes, attributes, operations and interfaces).

    A) True
    B) False
    A) True
  16. Several common design issues surface for almost every user interface including;

    A) adaptive user profiles
    B) resolution of graphic displays
    C) error handling
    D) system response time
    E) both error handling and system response time
    E) both error handling and system response time (both B and D)
    (this multiple choice question has been scrambled)
  17. T/F  It is more important to capture the user's attention with flashy features than ergonomically sound screen layouts when building a WebApp.

    A) True
    B) False
    B) False
  18. Several usability measures can be collected while observing users interacting with a computer system including;

    A) number of user errors
    B) time spent looking at help materials
    C) downtime for the application
    D) software reliability
    E) number of user errors AND time spent looking at help materials
    E) number of user errors AND time spent looking at help materials  (both B & D)
    (this multiple choice question has been scrambled)
  19. T/F  Software engineering principles have about a three year half-life.

    A) True
    B) False
    B) False

    Software knowledge has a 3-year half life but not software principles.
  20. Which of the following is not one of core principles of software engineering practice?

    A) Remember that you produce others will consume
    B) Pareto principle (20% of any product requires 80% of the effort)
    C) A software system exists only to provide value to its users.
    D) All design should be as simple as possible, but no simpler
    B) Pareto principle (20% of any product requires 80% of the effort)

    It's the other way around.  80% of any project requires 20% of the effort.
    (this multiple choice question has been scrambled)
  21. T/F  Every communication activity should have a facilitator to make sure that the customer is not allowed to dominate the proceedings.

    A) True
    B) False
    B) False

    The stakeholder (client) is the facilitator and dominates the proceedings.
  22. T/F  The agile view of iterative customer communication and collaboration is applicable to all software engineering practice.

    A) True
    B) False
    A) True
  23. One reason to involve everyone on the software team in the planning activity is to

    A) adjust the granularity of the plan
    B) get all team members to "sign up" to the plan
    C) understand the problem scope
    D) control feature creep
    B) get all team members to "sign up" to the plan
    (this multiple choice question has been scrambled)
  24. T/F  Project plans should not be changed once they are adopted by a team.

    A) True
    B) False
    B) False
  25. Requirements models depict software in which three domains?

    A) architecture, interface, component
    B) cost, risk, schedule
    C) information, function, behavior
    D) None of the above
    C) information, function, behavior
  26. T/F  The design model should be traceable to the requirements model?

    A) True
    B) False
    A) True
  27. T/F  Teams using agile software practices do not generally create models.

    A) True
    B) False
    B) False
  28. Which of the following is not one of the principles of good coding?
    A) Create unit tests before you begin coding
    B) Create a visual layout that aids understanding
    C) Refractor the code after you complete the first coding pass
    D) Write self-documenting code, not program documentation
    D) Write self-documenting code, not program documentation
  29. T/F  A successful test is one that discovers at least one as-yet undiscovered error.

    A) True
    B) False
    A) True
  30. Which of the following are valid reasons for collecting customer feedback concerning delivered software?

    A) Allows developers to make changes to the delivered increment
    B) Delivery schedule can be revised to reflect changes
    C) Developers can identify changes to incorporate into next increment
    D) All of the above
    D) All of the above - All are true/correct
  31. T/F  Requirements engineering is a generic process that does not vary from one software project to another.

    A) True
    B) False
    A) True
  32. During project inception the intent of the of the tasks are to determine

    A) basic problem understanding
    B) nature of the solution needed
    C) people who want a solution
    D) none of the above
    E) All 3, a, b, and c
    E) All 3, a, b, and c

    • A) basic problem understanding
    • B) nature of the solution needed
    • C) people who want a solution
  33. Three things that make requirements elicitation difficult are problems of;

    A) budgeting
    B) scope
    C) understanding
    D) volatility
    E) b, c, and d (Not budgeting)
    E) b, c, and d (Not budgeting)

    • B) scope
    • C) understanding
    • D) volatility
  34. T/F  A stakeholder is anyone who will purchase the completed software system under development.

    A) True
    B) False
    B) False
  35. T/F  It is relatively common for different customers to propose conflicting requirements, each arguing that his or her version is the right one.

    A) True
    B) False
    A) True
  36. Which of the following is not one of the context-free questions that would be used during project inception?

    A) What will be the economic benefit from a good solution?
    B) Who is behind the request for work?
    C) Who will pay for the work?
    D) Who will use the solution?
    C) Who will pay for the work?
  37. In collaborative requirements gathering the facilitator

    A) arranges the meeting place
    B) can not be a customer
    C) controls the meeting
    D) must be an outsider
    C) controls the meeting
  38. Which of the following is not one of the requirement classifications used in Quality Function Deployment (QFD)?

    A) exciting
    B) expected
    C) mandatory
    D) normal
    C) mandatory
  39. The work products produced during requirement elicitation will vary depending on the;

    A) size of the budget
    B) size of the product being built
    C) software process being used
    D) stakeholders needs
    B) size of the product being built
  40. Developers and customers create use-cases to help the software team understand how different classes of end-users will use functions.

    A) True
    B) False
    A) True
  41. Use-case actors are always people, never system devices.

    A) True
    B) False
    B) False
  42. The result of the requirements engineering task is an analysis model that defines which of the following problem domain(s)?

    A) information
    B) functional
    C) behavioral
    D) all of the above
    D) all of the above (All 3 listed are true/correct)
  43. T/F  Analysis patterns facilitate the transformation of the analysis model into a design model by suggesting reliable solutions to common problems.

    A) True
    B) False
    A) True
  44. T/F  In win-win negotiation, the customer's needs are met even though the developer's need may not be.

    A) True
    B) False
    B) False
  45. T/F  In requirements validation the requirements model is reviewed to ensure its technical feasibility.

    A) True
    B) False
    B) False
  46. Which of the following are areas of concern in the design model?

    A) architecture
    B) data
    C) interfaces
    D) project scope
    E) All excepting project scope
    E) All excepting project scope

    • A) architecture
    • B) data
    • C) interfaces
  47. The importance of software design can be summarized in a single word

    A) accuracy
    B) complexity
    C) efficiency
    D) quality
    D) quality
  48. Which of these are characteristics of a good design?

    A) exhibits strong coupling between its modules
    B) implements all requirements in the analysis model
    C) includes test cases for all components
    D) provides a complete picture of the software
    E) implements all requirements in the analysis model AND provides a complete picture of the software
    E) implements all requirements in the analysis model AND provides a complete picture of the software

    • B) implements all requirements in the analysis model
    • D) provides a complete picture of the software
  49. Which of the following is not a characteristic common to all design methods?

    A) configuration management
    B) functional component representation
    C) quality assessment guidelines
    D) refinement heuristics
    A) configuration management
  50. What types of abstraction are used in software design?

    A) control
    B) data
    C) environmental
    D) procedural
    E) All except environmental (A,B, & D)
    E) All except environmental (A,B, & D)

    • A) control
    • B) data
    • D) procedural
  51. Which of the following can be used to represent the architectural design of a piece of software?

    A) Dynamic models
    B) Functional models
    C) Structural models
    D) All 3 are true/correct
    D) All 3 are true/correct

    • A) Dynamic models
    • B) Functional models
    • C) Structural models
  52. T/F  Design patterns are not applicable to the design of object-oriented software?

    A) True
    B) False
    B) False
  53. T/F  Since modularity is an important design goal it is not possible to have too many modules in a proposed design.

    A) True
    B) False
    B) False
  54. T/F  Information hiding makes program maintenance easier by hiding data and procedure from unaffected parts of the program.

    A) True
    B) False
    A) True

    • Information hiding makes program maintenance easier by hiding data and procedure from unaffected parts of the program.
  55. Cohesion is a qualitative indication of the degree to which a module;

    A) can be written more compactly.
    B) focuses on just one thing.
    C) is able to complete its function in a timely manner.
    D) is connected to other modules and the outside world.
    B) focuses on just one thing.

    • Cohesion is a qualitative indication of the degree to which a module focuses on just one thing.
  56. Coupling is a qualitative indication of the degree to which a module;

    A) can be written more compactly.
    B) focuses on just one thing.
    C) is able to complete its function in a timely manner.
    D) is connected to other modules and the outside world.
    D) is connected to other modules and the outside world.

    Coupling is a qualitative indication of the degree to which a module is connected to other modules and the outside world.
  57. T/F  When using structured design methodologies the process of stepwise refinement is unnecessary.

    A) True
    B) False
    B) False
  58. T/F  Software designs are refactored to allow the creation of software that is easier to integrate, easier to test, and easier to maintain.

    A) True
    B) False
    A) True

    Software designs are refactored to allow the creation of software that is easier to integrate, easier to test, and easier to maintain.
  59. Which of the following is not one of the five design class types;

    A) Business domain classes
    B) Entity classes
    C) Process classes
    D) User interface classes
    B) Entity classes

    Entity classes are not one of the five design class types.
  60. Which design model elements are used to depict a model of information represented from the user's view?

    A) Architectural design elements
    B) Component-level design elements
    C) Data design elements
    D) Interface design elements
    C) Data design elements

    Data design elements are used to depict a model of information represented from the user's view.
  61. Which design is equivalent to the floor plan of a house?

    A) Architectural design
    B) Component-level design
    C) Data design
    D) Interface design
    A) Architectural design


    Architectural design plans are equivalent to the floor plan of a house.
  62. Which design model is equivalent to the detailed drawings of the access points and external utilities for a house?

    A) Architectural design
    B) Component-level design
    C) Data design
    D) Interface design
    D) Interface design

    Interface design model is equivalent to the detailed drawings of the access points and external utilities for a house.
  63. Which design model is equivalent to a set of detailed drawings for each room in a house?

    A) Architectural design
    B) Component-level design
    C) Data design
    D) Interface design
    B) Component-level design

    Component-level design model is equivalent to a set of detailed drawings for each room in a house.
  64. The deployment design elements specify the build order for the software components.

    A) True
    B) False
    B) False
  65. T/F  The Unified Modeling Language (UML) is a standard language for writing software blueprints.

    A) True
    B) False
    A) True
  66. T/F  UML may be used to visualize, specify, construct and document the artifacts of a software-intensive system. (VSCD)

    A) True
    B) False
    A) True
  67. The present revision standard for UML is;

    A) UML 3.0
    B) UML 1.1
    C) UML 2.0
    D) UML 1.0
    C) UML 2.0
    (this multiple choice question has been scrambled)
  68. T/F  UML is an ISO standard.

    A) True
    B) False
    A) True
  69. Which standards group is responsible for UML 2.0?

    A)  IETF
    B)  IEEE
    C)  UMLA
    D)  ISO
    D)  ISO
    (this multiple choice question has been scrambled)
  70. UML provides 13 different diagrams for use in SW modeling.  Which model focuses on the structure of a SW system and is useful for showing the physical distribution of a SW system among hardware platforms and execution environments?

    A)  State Diagrams
    B)  Class Diagrams
    C)  Activity Diagrams
    D)  Use-case Diagrams
    E)  Communication Diagrams
    F)  Sequence Diagrams
    G)  Deployment Diagrams
    G)  Deployment Diagrams

    A UML deployment diagram focuses on the structure of a software system and is useful for showing the physical distribution of a software system among hardware platforms and execution environments.  (Pg. 846)
    (this multiple choice question has been scrambled)
  71. UML provides 13 different diagrams for use in SW modeling.  Which model describes how a user interacts with the system by defining the steps required to accomplish a specific goal?

    A)  Use-case Diagrams
    B)  Activity Diagrams
    C)  State Diagrams
    D)  Sequence Diagrams
    E)  Class Diagrams
    F)  Deployment Diagrams
    G)  Communication Diagrams
    A)  Use-case Diagrams

    A use case describes how a user interacts with the system by defining the steps required to accomplish a specific goal.  Variations in the sequence of steps describe various scenarios.
    (this multiple choice question has been scrambled)
  72. UML provides 13 different diagrams for use in SW modeling.  Which model describes their attributes, operations and their relationships and associations with others?

    A)  Use-case Diagrams
    B)  Activity Diagrams
    C)  Sequence Diagrams
    D)  Deployment Diagrams
    E)  Class Diagrams
    F)  State Diagrams
    G)  Communication Diagrams
    E)  Class Diagrams

    To model classes, including their attributes, operations and their relationships and associations with other classes, UML provides a class diagram.
    (this multiple choice question has been scrambled)
  73. UML provides 13 different diagrams for use in SW modeling.  In contrast to class diagrams and deployment diagrams, which show the static structure of a software component, what kind of diagram is used to show the dynamic communications between objects during execution of a task?

    A)  Class Diagrams
    B)  Use-case Diagrams
    C)  Sequence Diagrams
    D)  Activity Diagrams
    E)  Deployment Diagrams
    F)  State Diagrams
    G)  Communication Diagrams
    C)  Sequence Diagrams

    In contrast to class diagrams and deployment diagrams, which show the static structure of a software component, a sequence diagram is used to show the dynamic communications between objects during execution of a task.
    (this multiple choice question has been scrambled)
  74. UML provides 13 different diagrams for use in SW modeling.  What type of diagram (also called a collaboration diagram) provides another indication of the temporal order but emphasizes the relationships among the objects and classes instead of temporal order?

    A)  Class Diagrams
    B)  Activity Diagrams
    C)  Communication Diagrams
    D)  Use-case Diagrams
    E)  State Diagrams
    F)  Deployment Diagrams
    G)  Sequence Diagrams
    C)  Communication Diagrams

    The UML communication diagram (also called a collaboration diagram) provides another indication of the temporal order of the communications but emphasizes the relationships among the objects and classes instead of the temporal order.
    (this multiple choice question has been scrambled)
  75. UML provides 13 different diagrams for use in SW modeling.  What type of diagram demonstrates the behavior of an object at a particular point in time and also shows the value of it's variables at that time?

    A)  Class Diagrams
    B)  State Diagrams
    C)  Deployment Diagrams
    D)  Communication Diagrams
    E)  Use-case Diagrams
    F)  Sequence Diagrams
    G)  Activity Diagrams
    B)  State Diagrams

    The behavior of an object at a particular point in time often depends on the state of the object, that is, the value of it's variables at that time.  A UML state diagram models an onjects states, and the transitions between the states of an object.
    (this multiple choice question has been scrambled)
  76. UML provides 13 different diagrams for use in SW modeling.  What type of diagram depicts the dynamic behavior of a system or part of a system through the flow control between actions that the system performs?

    A)  Class Diagrams
    B)  Sequence Diagrams
    C)  Deployment Diagrams
    D)  State Diagrams
    E)  Use-case Diagrams
    F)  Activity Diagrams
    G)  Communication Diagrams
    F)  Activity Diagrams

    A UML activity diagram depicts the dynamic behavior of a system or part of a system through the flow control between actions that the system performs.  It is similar to a flow chart except that an activity diagram can show concurrent flows.
    (this multiple choice question has been scrambled)
  77. UML provides 13 different diagrams for use in SW modeling.  What type of diagram is similar to a flow chart excepting that it can also show concurrent flows?

    A)  State Diagrams
    B)  Class Diagrams
    C)  Communication Diagrams
    D)  Sequence Diagrams
    E)  Deployment Diagrams
    F)  Activity Diagrams
    G)  Use-case Diagrams
    F)  Activity Diagrams

    A UML activity diagram depicts the dynamic behavior of a system or part of a system through the flow control between actions that the system performs.  It is similar to a flow chart except that an activity diagram can show concurrent flows.
    (this multiple choice question has been scrambled)
  78. UML provides 13 different diagrams for use in SW modeling.  What type of diagram provides a static or structural view of a system but does NOT show the dynamic nature of the communications between the objects in the diagram?

    A)  Sequence Diagrams
    B)  Deployment Diagrams
    C)  Communication Diagrams
    D)  Class Diagrams
    E)  Use-case Diagrams
    F)  State Diagrams
    G)  Activity Diagrams
    D)  Class Diagrams

    To model classes, including their attributes, operations and their relationships and associations with other classes, UML provides a class diagram.  A class diagram provides a static or structural view of a system.  It does NOT show the dynamic nature of the communications between the objects of the classes in the diagram.
    (this multiple choice question has been scrambled)
  79. What type of diagram is this?
    A use case diagram

    Actors represent roles people or devices play as the system functions.  Users can play a number of different roles for a given scenario.
  80. What type of diagram is this?
    Activity diagram

    "flow of interaction" is the key.
  81. What type of diagram is this?
    Swimlane diagram, also a type of activity diagram but shows multiple actors.
  82. What are the 3 Golden Rules?
    • 1) Place the user in control
    • 2) Reduce the users memory load
    • 3) Make the interface consistent
  83. Which of the following is NOT one of the Principles that Guide Process?

    A) Be Ready to Adapt
    B) Manage Change
    C) Create Work Products that Provide Value for Others
    D) Establish Mechanisms for Communication and Coordination
    E) Focus on Quality
    F) Assess Risk
    G) Be Agile
    H) Build an Effective Team
    I) Place the User in Control
    I) Place the User in Control 

    This is one of the Golden Rules but not one of the 8 principles that guide process;

    1) Be Agile
    2) Focus on Quality
    3) Be Ready to Adapt
    4) Build and Effective Team
    5) Establish Mechanisms for Communication and Coordination
    6) Manage Change
    7) Assess Risk
    8) Create Work Products that Provide Value for Others
    (this multiple choice question has been scrambled)
  84. Which of these is NOT one of the Golden Rules?

    A) Make the Interface Consistent
    B)Reduce the User's memory Load
    C) Place the User in Control
    D) Be Agile
    D) Be Agile

    "Be Agile" is one of the Principles that Guide Process but not a Golden Rule.
    (this multiple choice question has been scrambled)
  85. Which of these is NOT one of the Golden Rules?

    1) Place the User in Control
    2) Assess Risk - Be Proactive
    3) Reduce the User's Memory Load
    4) Make the Interface Consistent
    2) Assess Risk - Be Proactive

    Not one of the Golden Rules but one of the Principles that Guide Process.
  86. Which of the following is NOT one of the Principles that Guide Process?

    1) Be Agile
    2) Focus on Quality
    3) Be Ready to Adapt
    4) Build an Effective Team
    5) Manage Change
    6) Establish Mechanisms for Communication and Coordination
    7) Reduce the User's memory Load
    8) Assess Risk
    9) Create Work Products that Provide Value for Others
    7) Reduce the User's memory Load

    "Reduce the User's Memory Load" is one of the Golden Rules but NOT one of the Principles that Guide Process.
  87. Which of the following is NOT one of the Principles that Guide Process?

    1) Be Agile
    2) Focus on Quality
    3) Be Ready to Adapt
    4) Build an Effective Team
    5) Establish Mechanisms for Communication and Coordination
    6) Make the Interface Consistent
    7) Manage Change
    8) Assess Risk
    9) Create Work Products that Provide Value for Others
    6) Make the Interface Consistent

    "Make the Interface Consistent" is one of the Golden Rules but NOT one of the Principles that Guide Process.
  88. Which of these is NOT one of the Golden Rules?

    1) Place the User in Control
    2) Reduce the User's Memory Load
    3) Make the Interface Consistent
    4) Create Work Products that Provide Value for Others
    4) Create Work Products that Provide Value for Others

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  89. Which of these is NOT one of the Golden Rules?

    1) Establish Mechanisms for Communication and Coordination
    2) Place the User in Control
    3) Reduce the User's Memory Load
    4) Make the Interface Consistent
    1) Establish Mechanisms for Communication and Coordination

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  90. Which of these is NOT one of the Golden Rules?

    1) Make the Interface Consistent
    2) Reduce the User's Memory Load
    3) Be Agile
    4) Place the User in Control
    3) Be Agile

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  91. Which of the following is NOT one of the Principles that Guide Process?

    1) Be Agile
    2) Focus on Quality
    3) Be Ready to Adapt
    4) Build an Effective Team
    5) Place the User in Control
    6) Establish Mechanisms for Communication and Coordination
    7) Manage Change
    8) Assess Risk
    9) Create Work Products that Provide Value for Others
    5) Place the User in Control

    This is one of the Golden Rules but NOT one of the Principles that Guide Process.
  92. Which of the following is NOT one of the Principles that Guide Process?

    1) Be Agile
    2) Focus on Quality
    3) Be Ready to Adapt
    4) Build an Effective Team
    5) Establish Mechanisms for Communication and Coordination
    6) Manage Change
    7) Assess Risk
    8) Make the Interface Consistent
    9) Create Work Products that Provide Value for Others
    8) Make the Interface Consistent

    This is one of the Golden Rules but NOT one of the Principles that Guide Process.
  93. Which of these is NOT one of the Golden Rules?

    1) Make the Interface Consistent
    2) Build an Effective Team
    3) Reduce the User's Memory Load
    4) Place the User in Control
    2) Build an Effective Team

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  94. Which of these is NOT one of the Golden Rules?

    1) Be Ready to Adapt
    2) Make the Interface Consistent
    3) Reduce the User's Memory Load
    4) Place the User in Control
    1) Be Ready to Adapt

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  95. Which of these is NOT one of the Golden Rules?

    1) Place the Customer in Control
    2) Focus on Quality at Every Step
    3) Make the Interface Consistent
    4) Reduce the User's Memory Load
    2) Focus on Quality at Every Step

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  96. Which of these is NOT one of the Golden Rules?

    1) Make the Interface Consistent
    2) Reduce the User's Memory Load
    3) Place the Customer in Control
    4) Be Ready to Adapt
    4) Be Ready to Adapt

    This is one of the Principles that Guide Process but NOT one of the Golden Rules.
  97. T/F  Requirements Models are also called Analysis Models?

    A) True
    B) False
    A) True
  98. What are the two kinds of modeling principles?

    A) Requirements Models and Design Models
    B) Requirements Models and Domain Models
    C) Domain Models and Design Models
    D) Activity Models and Use Case Models
    A) Requirements Models and Design Models
    (this multiple choice question has been scrambled)
  99. Requirements Models and Design Models are two;

    A) Activity Models
    B) Modeling Principles
    C) Use-Case Principles
    D) Sequence Models
    B) Modeling Principles
    (this multiple choice question has been scrambled)
  100. The two Construction Principles consist of;

    A) Testing Principles and Concepts
    B) Coding Principles and Concepts
    C) Coding and Testing Principles and Concepts
    D) Be Agile and Place the Customer in Control
    C) Coding and Testing Principles and Concepts
    (this multiple choice question has been scrambled)
  101. Which one of these is NOT one of the 5 Preparation Principles?

    1) Understand the Problem
    2) Understand Basic Design
    3) Pick a Language that Meets the Needs and Environment in which it will Operate
    4) Make the Interface Consistent
    5) Select a Programming Environment that Provides Tools
    6) Create a set of Unit Tests
    4) Make the Interface Consistent

    This is one of the Golden Rules.
  102. Which one of these is NOT one of the 5 Preparation Principles?

    1) Select a Programming Environment that Provides Tools
    2) Coding and Testing Principles and Concepts
    3) Pick a Language that Meets the Needs and Environment in which it will Operate
    4) Create a set of Unit Tests
    5) Understand Basic Design
    6) Understand the Problem
    2) Coding and Testing Principles and Concepts

    These are the two Construction Principles.
  103. Consider the use of pair programming is one of the;

    A) Construction Principles
    B) Design Principles
    C) Preparation Principles
    D) Validation Principles
    E) Coding Principles
    E) Coding Principles
    (this multiple choice question has been scrambled)
  104. Understand the problems you're trying to solve is one of the 5;

    A) Validation Principles
    B) Construction Principles
    C) Design Principles
    D) Coding Principles
    E) Preparation Principles
    E) Preparation Principles
    (this multiple choice question has been scrambled)
  105. Select a programming language that meets the need of the software to be built and the environment in which it will operate is one of the 5;

    A) Coding Principles
    B) Design Principles
    C) Preparation Principles
    D) Validation Principles
    E) Construction Principles
    C) Preparation Principles
    (this multiple choice question has been scrambled)
  106. Mitch Kapor, the creator of Lotus 1-2-3, presented a "Software Design Manifesto" in Dr. Dobbs Journal.  He said "Good software should exhibit;

    A) Firmness, Commodity and Delight
    B) Requirements, Analysis, Construct
    C) Place the User in Control
    D) Plan, Construct, Deploy
    A) Firmness, Commodity and Delight

    Software Design Manifesto
    (this multiple choice question has been scrambled)
  107. Which of the following is NOT part of the Software Design Manifesto?

    1) Firmness: A program should not have any bugs that inhibit its function.
    2) Commodity: A program should be suitable for the purposes for which it was intended
    3) Delight: The experience of using the program should be a pleasurable one.
    4) Consistency: Make the interface consistent.
    4) Consistency: Make the interface consistent.

    This is one of the 3 Golden Rules.
  108. The Software Design Manifesto outlines 3 key points which are:

    A) Delight, Firmness, Commodity
    B) Requirements, Analysis, Coding
    C) Testing, Principles, Concepts
    D) Analysis, Design, Deploy
    A) Delight, Firmness, Commodity

    1) Firmness: A program should not have any bugs that inhibit its function.
    2) Commodity: A program should be suitable for the purposes for which it was intended.
    3) Delight: The experience of using the program should be a pleasurable one.
    (this multiple choice question has been scrambled)
  109. In the Software Design Manifesto, Delight has to do with;

    1) A program should not have any bugs that inhibit it's function.
    2) A program should be suitable for the purposes for which it is intended.
    3) The experience of using the program should be a pleasurable one.
    4) Place the user in control.
    3) The experience of using the program should be a pleasurable one.

    • 1) Firmness: A program should not have any bugs that inhibit its function.
    • 2) Commodity: A program should be suitable for the purposes for which it was intended.
    • 3) Delight: The experience of using the program should be a pleasurable one.
  110. In the Software Design Manifesto, Commodity has to do with;

    1) A program should not have any bugs that inhibit it's function.
    2) A program should be suitable for the purposes for which it is intended.
    3) The experience of using the program should be a pleasurable one.
    4) Make the interface consistent.
    2) A program should be suitable for the purposes for which it is intended.

    • 1) Firmness: A program should not have any bugs that inhibit its function.
    • 2) Commodity: A program should be suitable for the purposes for which it was intended.
    • 3) Delight: The experience of using the program should be a pleasurable one.
  111. In the Software Design Manifesto, Firmness has to do with;

    1) A program should not have any bugs that inhibit it's function.
    2) A program should be suitable for the purposes for which it is intended.
    3) The experience of using the program should be a pleasurable one.
    4) Reduce the users memory load.
    1) A program should not have any bugs that inhibit it's function.

    • 1) Firmness: A program should not have any bugs that inhibit its function.
    • 2) Commodity: A program should be suitable for the purposes for which it was intended.
    • 3) Delight: The experience of using the program should be a pleasurable one.
  112. The 4 components of the Design Model are:

    1) Data/Class Design, Architectural Design, Interface Design, Component-Level Design
    2) Class Based Elements, Scenario-Based Elements, Flow-Oriented Elements, Behavioral Elements
    3) Firmness, Commodity, Delight, Construct
    4) Place the user in control, Reduce the users memory load, Make the interface consistent
    1) Data/Class Design, Architectural Design, Interface Design, Component-Level Design
  113. The 4 components of the Analysis Model are;

    1) Place the user in control, Reduce the users memory load, Make the interface consistent
    2) Class Based Elements, Scenario-Based Elements, Flow-Oriented Elements, Behavioral Elements
    3) Firmness, Commodity, Delight, Construct
    4) Data/Class Design, Architectural Design, Interface Design, Component-Level Design
    2) Class Based Elements, Scenario-Based Elements, Flow-Oriented Elements, Behavioral Elements

    CSFB
  114. T/F  The control specification represents the system behavior using UML sequence and state diagrams.

    A) True
    B) False
    A) True
  115. T/F  The UML sequence diagram show the order in which system events are processed.

    A) True
    B) False
    B) False
  116. T/F  Analysis patterns are discovered, they are not explicitly created.

    A) True
    B) False
    A) True
  117. T/F  UML activity diagrams can be used to represent the user observable functionality delivered by the WebApp as well as the operations contained in each analysis class.

    A) True
    B) False
    A) True
  118. What types of abstraction are used in software design?

    A) environmental  
    B) control, data and procedural
    C) data  
    D) control  
    E) data, environmental and procedural
    F) procedural  
    B) control, data and procedural
    (this multiple choice question has been scrambled)
  119. T/F  Since modularity is an important design goal it is not possible to have too many modules in a proposed design.

    A) True  
    B) False
    B) False
  120. T/F  When using structured design methodologies the process of stepwise refinement is unnecessary.

    A) True  
    B) False
    B) False
  121. Which design model elements are used to depict a model of information represented from the user's view?

    A) Interface design elements
    B) Component-level design elements  
    C) Data design elements  
    D) Architectural design elements  
    C) Data design elements
    (this multiple choice question has been scrambled)
  122. T/F  The architectural representations can be an enabler for communication among project stakeholders.

    A) True  
    B) False
    A) True
  123. Which of the following is not an example of infrastructure components that may need to be integrated into the software architecture?

    A) Database components  
    B) Memory management components
    C) Communications components  
    D) Interface components  
    D) Interface components
    (this multiple choice question has been scrambled)
  124. In traditional software engineering modules must serve in which of the following roles?

    A) Control component  
    B) Infrastructure component  
    C) Problem domain component  
    D) All of the above
    D) All of the above
  125. Which of the following is not one of the four principles used to guide component-level design?

    A) Dependency Inversion Principle  
    B) Open-Closed Principle  
    C) Parsimonious Complexity Principle
    D) Interface Segregation Principle  
    C) Parsimonious Complexity Principle
    (this multiple choice question has been scrambled)
  126. T/F  Software coupling is a sign of poor architectural design and can always be avoided in every system.

    A) True  
    B) False
    B) False
  127. T/F  A WebApp functional architecture describes the key functional components and how they interact with each other.

    A) True  
    B) False
    A) True
  128. Which of the following is not one of the issues that form a basis for design for reuse?

    A) interface protocols
    B) standard data  standard
    C) object-oriented programming  
    D) program templates  
    C) object-oriented programming
    (this multiple choice question has been scrambled)
  129. T/F  The reason for reducing the user's memory load is to make his or her interaction with the computer quicker to complete.

    A) True  
    B) False
    B) False
  130. Which model depicts the look and feel of the user interface along with all supporting information?

    A) implementation model  
    B) user model  
    C) system perception
    D) user's model  
    A) implementation model
    (this multiple choice question has been scrambled)
  131. T/F  It is sometimes possible that the interface designer is constrained by environmental factors that mitigate against ease of use for many users. 

    A) True  
    B) False
    A) True
  132. Which of the following is not one of the elements of a design pattern?

    A) context  
    B) environment  
    C) solution
    D) problem  
    C) solution
    (this multiple choice question has been scrambled)
  133. T/F  Most mistakes in pattern-based design can be avoided by judicious use of review techniques.
     
    A) True  
    B) False
    A) True

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