問題一覧
1
Rigidity
2
Fragility
3
Immobility
4
SOLID principles
5
S: Single Responsibility Principle (SRP)
6
O: Open-Closed Principle (OCP)
7
L: Liskov Substitution Principle (LSP)
8
I: Interface Segregation Principle (ISP)
9
D: Dependency Inversion Principle (DIP)
10
Reduce the complexity of source codes, Increase readability, extensibility, and maintenance, Reduce accidental errors and implement reusability easily, Achieve easier and better software testing
11
states that software modules, interfaces, or classes should be open for extension but closed for modification. This means that when there are new requirements for the software, the new behavior must be added by deriving a new class without modifying the existing class.
12
suggests that when creating a new derived class of an existing class, make sure that the derived class can be a substitute for its base class.
13
suggests avoiding depending on things that are not used. This means that clients should not be forced to implement interfaces they don’t use.
14
suggests that the most flexible software systems are those in which source code dependencies refer only to abstractions, not to concretions.
15
suggests that when creating a new derived class of an existing class, make sure that the derived class can be a substitute for its base class.
16
Design Patterns
17
This is the name of a pattern that can be used to describe a design problem, its solution, and consequences.
18
Pattern Name
19
Problem
20
Solution
21
Consequences
22
Creational Patterns
23
Structural Patterns
24
Behavioral Patterns
25
Singleton Pattern
26
Factory Method Pattern
27
Prototype Pattern
28
Abstract Factory Pattern
29
Builder Pattern
30
These patterns deal with the arrangement and relationship between the classes in the software system.
31
These patterns are concerned with how classes and objects behave in a system software and how objects communicate with each other.
32
Adapter Pattern
33
Bridge Pattern
34
Composite Pattern
35
Decorator Pattern
36
Flyweight Pattern
37
Proxy Pattern
38
These patterns deal with the arrangement and relationship between the classes in the software system
39
Iterator Pattern
40
Observer Pattern
41
Strategy Pattern
42
Design principles
The Contemporary World Mock test (Prelims)
The Contemporary World Mock test (Prelims)
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Programming Mock Test (Midterms) BSIT 107
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Programming Mock Test (Midterms) BSIT 107
52問 • 2年前UTS Mock Test (Midterms) BSIT107
UTS Mock Test (Midterms) BSIT107
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Entrepreneurship Mock Test (Midterms) BSIT 107
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Entrepreneurship Mock Test (Midterms) BSIT 107
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Contemporary World Mock Test (Midterms) BSIT 107
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Contemporary World Mock Test (Midterms) BSIT 107
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Math Mocktest (Midterms) BSIT 107
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Math Mocktest (Midterms) BSIT 107
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Computer Programming Mocktest (Pre-finals)
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Computer Programming Mocktest (Pre-finals)
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Math Mocktest (Pre-Finals)
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40問 • 1年前問題一覧
1
Rigidity
2
Fragility
3
Immobility
4
SOLID principles
5
S: Single Responsibility Principle (SRP)
6
O: Open-Closed Principle (OCP)
7
L: Liskov Substitution Principle (LSP)
8
I: Interface Segregation Principle (ISP)
9
D: Dependency Inversion Principle (DIP)
10
Reduce the complexity of source codes, Increase readability, extensibility, and maintenance, Reduce accidental errors and implement reusability easily, Achieve easier and better software testing
11
states that software modules, interfaces, or classes should be open for extension but closed for modification. This means that when there are new requirements for the software, the new behavior must be added by deriving a new class without modifying the existing class.
12
suggests that when creating a new derived class of an existing class, make sure that the derived class can be a substitute for its base class.
13
suggests avoiding depending on things that are not used. This means that clients should not be forced to implement interfaces they don’t use.
14
suggests that the most flexible software systems are those in which source code dependencies refer only to abstractions, not to concretions.
15
suggests that when creating a new derived class of an existing class, make sure that the derived class can be a substitute for its base class.
16
Design Patterns
17
This is the name of a pattern that can be used to describe a design problem, its solution, and consequences.
18
Pattern Name
19
Problem
20
Solution
21
Consequences
22
Creational Patterns
23
Structural Patterns
24
Behavioral Patterns
25
Singleton Pattern
26
Factory Method Pattern
27
Prototype Pattern
28
Abstract Factory Pattern
29
Builder Pattern
30
These patterns deal with the arrangement and relationship between the classes in the software system.
31
These patterns are concerned with how classes and objects behave in a system software and how objects communicate with each other.
32
Adapter Pattern
33
Bridge Pattern
34
Composite Pattern
35
Decorator Pattern
36
Flyweight Pattern
37
Proxy Pattern
38
These patterns deal with the arrangement and relationship between the classes in the software system
39
Iterator Pattern
40
Observer Pattern
41
Strategy Pattern
42
Design principles