A. patterns
B. documents
C. structures
D. methods
Explanation: A pattern is the outline of a reusable solution to a general problem encountered in a particular context.
Related Mcqs:
- What is an abstract class ?
A. A class that has direct instances, but whose descendants may have direct instances
B. A class that has direct instances, but whose descendants may not have direct instances
C. A class that has no direct instances, but whose descendants may have direct instances
D. All of the mentioned - What refers to the value associated with a specific attribute of an object and to any actions or side ?
A. Object
B. State
C. Interface
D. None of the mentioned - Which things are dynamic parts of UML models ?
A. Structural things
B. Behavioral things
C. Grouping things
D. Annotational things - Which mechanism is applied to use a design pattern in an OO system ?
A. Inheritance
B. Composition
C. All of the mentioned
D. None of the mentioned - Which design pattern defines one-to-many dependency among objects ?
A. Singleton pattern
B. Facade Pattern
C. Observer pattern
D. Factory method pattern - A set of inputs, execution preconditions and expected outcomes is known as a __________________?
A. Test plan
B. Test case
C. Test document
D. Test Suite - What establishes the profile of end-users of the system ?
A. design model
B. user’s model
C. mental image
D. system image - Which of the following is golden rule for interface design ?
A. Place the user in control
B. Reduce the user’s memory load
C. Make the interface consistent
D. All of the mentioned - A ______________ is a graphical representation that depicts information flow and the transforms that are applied as data moves from input to output?
A. data flow diagram
B. state transition diagram
C. control specification
D. workflow diagram - A data model contains___________________?
A. data object
B. attributes
C. relationships
D. all of the mentioned