Deck 14: Patterns

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Question
Understanding that many problems are repeated and, therefore, can be handled by similar solutions is the essence of ________.

A) pattern
B) architecture
C) layers
D) analysis
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Question
When designing software, how to manage the creation and the destruction of a large number of objects in an application is a ________ problem.

A) one time
B) unusual
C) repeated
D) common
Question
Patterns also hold the promise of ________.

A) recipes
B) methodology
C) reuse
D) all of the above
Question
A systematic way to describe patterns and their consequences is ________.

A) a recent concept
B) an old tradition
C) out of the question
D) redundant
Question
There are ________ potential patterns for developing a software system.

A) few
B) limited
C) many
D) zero
Question
Which of the the following professions requires finding a solution for repeated problems?

A) car manufacturing
B) agriculture
C) military
D) all of the above
Question
How to manage the creation, the lifetime, and the destruction of a large number of sibling objects in an application is an example of pattern in ________.

A) architecture
B) software destruction
C) software design
D) software restruction
Question
An expert will have the ability to recognize ________ and draw upon solutions that have worked in the past.

A) problems
B) patterns
C) solutions
D) methods
Question
Patterns allows us to reuse past experience to mold present solutions, hence, holding the promise of ________.

A) reuse
B) usefulness
C) avoiding uselessness
D) user friendliness
Question
Pattern describes a problem that occurs over and over again in our environment, and then describes ________.

A) its implications
B) the core of the solution to that problem
C) its scope
D) what is wrong and what is right with it
Question
Alexander's book entitled A Pattern Language: Towns, Buildings, Construction made a huge impact on ________.

A) object-oriented design
B) modern architecture
C) architectural design
D) building governmental structures
Question
Application of patterns to software design started in the late 1970s and early 1980s and one of the first was the ________.

A) application-interface-database pattern
B) inside-outside model
C) model-view-controller pattern
D) outside-inside model
Question
Model-View-Controller is an architectural pattern that defines application by ________ component(s).

A) data model
B) user interface
C) control logic
D) all of the above
Question
The Model-View-Controller pattern was the foundation for the ________ user interface.

A) graphical
B) voice-based
C) command-based
D) language-based
Question
According to Peter Code, a pattern in software design emerges by ________.

A) trial and error
B) building many object-oriented models
C) observing the building blocks of many applications
D) establishing relationships between models and applications.
E) all of the above
Question
A pattern language is a formal way to convey ________ as exactly as possible.

A) what the pattern signifies
B) what the solution involves
C) what the consequences are
D) all of the above
Question
A pattern must have a ________.

A) name
B) problem definition
C) context
D) all of the above
Question
"Transform the many-to-many association between two classes into a trio of classes by creating an intermediary class with two one-to-many relationships" is an example of a ________ of a pattern.

A) problem
B) context
C) solution
D) participation
Question
Risks associated with pattern include ________.

A) lack of good literature on the pattern
B) early application of the pattern as a tool for solving problems
C) misunderstanding of the consequences of the application of a pattern
D) all of the above
Question
________ patterns are the most well-known and elaborated patterns in software development.

A) Analysis
B) Maintenance
C) Design
D) Programming
Question
Design patterns consist of ________ patterns.

A) structural
B) creational
C) behavioral
D) all of the above
Question
The Factory Pattern method provides a way to ________ the creation (or instantiation) of the object from its consumption.

A) couple
B) decouple
C) mix
D) assess
Question
________ patterns propose frameworks for handling issues of communication between the application and the database.

A) Data Access
B) Structural
C) Architectural
D) Behavioral
Question
Patterns are ________.

A) domain-dependent
B) domain-isolated
C) domain-independent
D) domain-analysis
Question
When two classes have incompatible interfaces, we need an ________ to convert the interface of a class in order for the two classes to work with each other.

A) object adapter
B) object adopter
C) object interface
D) object patch
Question
If something is important to the problem domain, it should be defined during the ________ phase.

A) design
B) SDLC
C) analysis
D) programming
Question
Analysis patterns are concerned with the ________.

A) problem domain
B) solution domain
C) methods
D) interface
Question
Design patterns address the issues of the ________.

A) problem domain
B) solution-as-method
C) solution space
D) none of the above
Question
Dynamic object types are those that must change type to represent ________.

A) different things at similar times
B) similarity between objects
C) different but similar things at different times
D) differences among objects
Question
________ is (are) used to model dynamic behavior of objects.

A) Strings
B) Arguments
C) Constraints
D) Inheritance
Question
Which of the following is NOT a standard constraint for advanced inheritance relationship?

A) complete
B) incomplete
C) joint
D) overlapping
Question
The constraint that specifies that all children in the generalization have been specified in the model and no additional children are permitted is the ________ constraint.

A) incomplete
B) overlapping
C) complete
D) disjoint
Question
The constraint that specifies that the objects of the parent may have more than one of the children as a type is the ________ constraint.

A) incomplete
B) overlapping
C) complete
D) disjoint
Question
Anti-patterns cover ________.

A) gathering requirements
B) coding
C) design
D) all of the above
Question
________ is to break down the functionality of a system into successively smaller tasks and subtasks until we reach the most atomic functions.

A) Functional decomposition
B) Process re-engineering
C) Process composition
D) Process differentiating
Question
Classes that result from functional decomposition usually lack ________ that are exposed through methods.

A) operations
B) methods
C) individual names
D) attributes
Question
In functional decomposition, the possibility of ________ does not exist.

A) reuse
B) inheritance
C) polymorphism
D) all of the above
Question
Applying patterns in system development is not ________.

A) a separate activity
B) a useful idea
C) an integral activity
D) possible
Question
As you encounter problems in analysis or design, you can consult ________ to find solutions that have worked in the past.

A) problem domains
B) solution domains
C) patterns
D) methods
Question
Patterns are ________, but we need experience to use them wisely and effectively.

A) abstractions of experience
B) very expensive
C) very useful
D) usually useless
Question
A pattern provides the boundary of the solution to a problem.
Question
Solving problems involves problem and solution definition.
Question
Patterns embody the notion that someone has encountered the same problem or problems and can suggest solutions that would save you time and resources.
Question
Learning from patterns does not require a pattern language.
Question
Patterns are only used in the architecture of buildings.
Question
Patterns are the answer to solving repeated problems.
Question
Pattern are often used as recipes or methodologies.
Question
Patterns are a new concept.
Question
Model-View-Controller (MVC) is an architectural pattern that separates the application into three logical components.
Question
Model-View-Controller was the foundation of the modern Graphical User Interface (GUI).
Question
Patterns are envisioned as the building blocks of a "language."
Question
A pattern must have a name and might also have aliases.
Question
Learning an interesting pattern and forcing it on any problem has proved to be very efficient.
Question
Patterns are generalizations of the solutions that have worked in a certain context.
Question
Patterns are engineering models applicable to all kind of problems.
Question
Design patterns are usually classified based on the type of the problems that they address.
Question
Data Access patterns propose frameworks for handling issues of communication between the interface and database.
Question
Architectural patterns focus on the details within the information system.
Question
The Object Adapter lets classes work together that otherwise couldn't because of incompatible interfaces.
Question
In software development, Analysis patterns appeared first and are the most popular.
Question
Analysts frequently ignore certain objects in the problem domain because there is no need for them.
Question
The principles of the Measurement pattern can be applied to a single problem domain.
Question
An anti-pattern is a pair of two solutions: the problematic solution and the refactored solution.
Question
Anti-patterns do not necessarily start as solutions that have worked in the past, but they become problematic because the context and the forces that affect the problem-solution pair change.
Question
Atomic functions are functions that do only one thing at a time.
Question
A functional mechanism works well with "structured programming" methodology, but it becomes problematic when applied to an object-oriented context.
Question
Object-oriented methodology and technology view functions as services that objects provide - the same way as in the real world where functions are carried out by something or someone.
Question
Use cases cannot be viewed as some kind of large-grain "functions."
Question
Functional decomposition is an instrument for reuse.
Question
Reuse is part of functional decomposition and is basically an "application analysis," not a system analysis.
Question
Patterns will produce deliverables similar to other activities of software development.
Question
It is a good idea to read patterns and then try to find a case, any case, where you can apply it.
Question
Although patterns are abstractions of experience, we don't need experience to use them wisely and effectively.
Question
Web sites could be a good source to find solutions to similar problems.
Question
A pattern template should reflect a set of ideas that are essential to the proper understanding of the pattern.
Question
When applying a pattern, we don't need to have a description of classes or objects that participate in the pattern.
Question
Patterns must be used only with a thorough understanding of the problem, the context, and the consequences of applying the pattern.
Question
Anti-pattern is the language for systematizing and presenting patterns.
Question
Defining how classes and/or objects can be combined to form larger structures or components is part of creating a pattern.
Question
Behavioral patterns address the communication and the assignment of responsibilities among objects.
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Deck 14: Patterns
1
Understanding that many problems are repeated and, therefore, can be handled by similar solutions is the essence of ________.

A) pattern
B) architecture
C) layers
D) analysis
pattern
2
When designing software, how to manage the creation and the destruction of a large number of objects in an application is a ________ problem.

A) one time
B) unusual
C) repeated
D) common
repeated
3
Patterns also hold the promise of ________.

A) recipes
B) methodology
C) reuse
D) all of the above
reuse
4
A systematic way to describe patterns and their consequences is ________.

A) a recent concept
B) an old tradition
C) out of the question
D) redundant
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
5
There are ________ potential patterns for developing a software system.

A) few
B) limited
C) many
D) zero
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
6
Which of the the following professions requires finding a solution for repeated problems?

A) car manufacturing
B) agriculture
C) military
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
7
How to manage the creation, the lifetime, and the destruction of a large number of sibling objects in an application is an example of pattern in ________.

A) architecture
B) software destruction
C) software design
D) software restruction
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
8
An expert will have the ability to recognize ________ and draw upon solutions that have worked in the past.

A) problems
B) patterns
C) solutions
D) methods
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
9
Patterns allows us to reuse past experience to mold present solutions, hence, holding the promise of ________.

A) reuse
B) usefulness
C) avoiding uselessness
D) user friendliness
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
10
Pattern describes a problem that occurs over and over again in our environment, and then describes ________.

A) its implications
B) the core of the solution to that problem
C) its scope
D) what is wrong and what is right with it
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
11
Alexander's book entitled A Pattern Language: Towns, Buildings, Construction made a huge impact on ________.

A) object-oriented design
B) modern architecture
C) architectural design
D) building governmental structures
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
12
Application of patterns to software design started in the late 1970s and early 1980s and one of the first was the ________.

A) application-interface-database pattern
B) inside-outside model
C) model-view-controller pattern
D) outside-inside model
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
13
Model-View-Controller is an architectural pattern that defines application by ________ component(s).

A) data model
B) user interface
C) control logic
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
14
The Model-View-Controller pattern was the foundation for the ________ user interface.

A) graphical
B) voice-based
C) command-based
D) language-based
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
15
According to Peter Code, a pattern in software design emerges by ________.

A) trial and error
B) building many object-oriented models
C) observing the building blocks of many applications
D) establishing relationships between models and applications.
E) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
16
A pattern language is a formal way to convey ________ as exactly as possible.

A) what the pattern signifies
B) what the solution involves
C) what the consequences are
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
17
A pattern must have a ________.

A) name
B) problem definition
C) context
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
18
"Transform the many-to-many association between two classes into a trio of classes by creating an intermediary class with two one-to-many relationships" is an example of a ________ of a pattern.

A) problem
B) context
C) solution
D) participation
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
19
Risks associated with pattern include ________.

A) lack of good literature on the pattern
B) early application of the pattern as a tool for solving problems
C) misunderstanding of the consequences of the application of a pattern
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
20
________ patterns are the most well-known and elaborated patterns in software development.

A) Analysis
B) Maintenance
C) Design
D) Programming
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
21
Design patterns consist of ________ patterns.

A) structural
B) creational
C) behavioral
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
22
The Factory Pattern method provides a way to ________ the creation (or instantiation) of the object from its consumption.

A) couple
B) decouple
C) mix
D) assess
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
23
________ patterns propose frameworks for handling issues of communication between the application and the database.

A) Data Access
B) Structural
C) Architectural
D) Behavioral
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
24
Patterns are ________.

A) domain-dependent
B) domain-isolated
C) domain-independent
D) domain-analysis
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
25
When two classes have incompatible interfaces, we need an ________ to convert the interface of a class in order for the two classes to work with each other.

A) object adapter
B) object adopter
C) object interface
D) object patch
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
26
If something is important to the problem domain, it should be defined during the ________ phase.

A) design
B) SDLC
C) analysis
D) programming
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
27
Analysis patterns are concerned with the ________.

A) problem domain
B) solution domain
C) methods
D) interface
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
28
Design patterns address the issues of the ________.

A) problem domain
B) solution-as-method
C) solution space
D) none of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
29
Dynamic object types are those that must change type to represent ________.

A) different things at similar times
B) similarity between objects
C) different but similar things at different times
D) differences among objects
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
30
________ is (are) used to model dynamic behavior of objects.

A) Strings
B) Arguments
C) Constraints
D) Inheritance
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
31
Which of the following is NOT a standard constraint for advanced inheritance relationship?

A) complete
B) incomplete
C) joint
D) overlapping
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
32
The constraint that specifies that all children in the generalization have been specified in the model and no additional children are permitted is the ________ constraint.

A) incomplete
B) overlapping
C) complete
D) disjoint
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
33
The constraint that specifies that the objects of the parent may have more than one of the children as a type is the ________ constraint.

A) incomplete
B) overlapping
C) complete
D) disjoint
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
34
Anti-patterns cover ________.

A) gathering requirements
B) coding
C) design
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
35
________ is to break down the functionality of a system into successively smaller tasks and subtasks until we reach the most atomic functions.

A) Functional decomposition
B) Process re-engineering
C) Process composition
D) Process differentiating
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
36
Classes that result from functional decomposition usually lack ________ that are exposed through methods.

A) operations
B) methods
C) individual names
D) attributes
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
37
In functional decomposition, the possibility of ________ does not exist.

A) reuse
B) inheritance
C) polymorphism
D) all of the above
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
38
Applying patterns in system development is not ________.

A) a separate activity
B) a useful idea
C) an integral activity
D) possible
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
39
As you encounter problems in analysis or design, you can consult ________ to find solutions that have worked in the past.

A) problem domains
B) solution domains
C) patterns
D) methods
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
40
Patterns are ________, but we need experience to use them wisely and effectively.

A) abstractions of experience
B) very expensive
C) very useful
D) usually useless
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
41
A pattern provides the boundary of the solution to a problem.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
42
Solving problems involves problem and solution definition.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
43
Patterns embody the notion that someone has encountered the same problem or problems and can suggest solutions that would save you time and resources.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
44
Learning from patterns does not require a pattern language.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
45
Patterns are only used in the architecture of buildings.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
46
Patterns are the answer to solving repeated problems.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
47
Pattern are often used as recipes or methodologies.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
48
Patterns are a new concept.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
49
Model-View-Controller (MVC) is an architectural pattern that separates the application into three logical components.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
50
Model-View-Controller was the foundation of the modern Graphical User Interface (GUI).
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
51
Patterns are envisioned as the building blocks of a "language."
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
52
A pattern must have a name and might also have aliases.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
53
Learning an interesting pattern and forcing it on any problem has proved to be very efficient.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
54
Patterns are generalizations of the solutions that have worked in a certain context.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
55
Patterns are engineering models applicable to all kind of problems.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
56
Design patterns are usually classified based on the type of the problems that they address.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
57
Data Access patterns propose frameworks for handling issues of communication between the interface and database.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
58
Architectural patterns focus on the details within the information system.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
59
The Object Adapter lets classes work together that otherwise couldn't because of incompatible interfaces.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
60
In software development, Analysis patterns appeared first and are the most popular.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
61
Analysts frequently ignore certain objects in the problem domain because there is no need for them.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
62
The principles of the Measurement pattern can be applied to a single problem domain.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
63
An anti-pattern is a pair of two solutions: the problematic solution and the refactored solution.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
64
Anti-patterns do not necessarily start as solutions that have worked in the past, but they become problematic because the context and the forces that affect the problem-solution pair change.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
65
Atomic functions are functions that do only one thing at a time.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
66
A functional mechanism works well with "structured programming" methodology, but it becomes problematic when applied to an object-oriented context.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
67
Object-oriented methodology and technology view functions as services that objects provide - the same way as in the real world where functions are carried out by something or someone.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
68
Use cases cannot be viewed as some kind of large-grain "functions."
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
69
Functional decomposition is an instrument for reuse.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
70
Reuse is part of functional decomposition and is basically an "application analysis," not a system analysis.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
71
Patterns will produce deliverables similar to other activities of software development.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
72
It is a good idea to read patterns and then try to find a case, any case, where you can apply it.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
73
Although patterns are abstractions of experience, we don't need experience to use them wisely and effectively.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
74
Web sites could be a good source to find solutions to similar problems.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
75
A pattern template should reflect a set of ideas that are essential to the proper understanding of the pattern.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
76
When applying a pattern, we don't need to have a description of classes or objects that participate in the pattern.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
77
Patterns must be used only with a thorough understanding of the problem, the context, and the consequences of applying the pattern.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
78
Anti-pattern is the language for systematizing and presenting patterns.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
79
Defining how classes and/or objects can be combined to form larger structures or components is part of creating a pattern.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
80
Behavioral patterns address the communication and the assignment of responsibilities among objects.
Unlock Deck
Unlock for access to all 97 flashcards in this deck.
Unlock Deck
k this deck
locked card icon
Unlock Deck
Unlock for access to all 97 flashcards in this deck.