What problem does the Flyweight design pattern aim to solve in the context of the game?
Structural Design Patterns in Modern C++ - Game Implementation - Part II

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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Improving the quality of textures
Increasing the speed of rendering graphics
Minimizing memory consumption by sharing data
Reducing the number of game levels
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the role of the 'vegetation data' class in the Flyweight pattern?
To render the trees on the screen
To hold shared intrinsic state like mesh and texture
To manage the position of trees
To store extrinsic state
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How does the factory ensure that instances share the same intrinsic state?
By storing instances in a database
By using a map with keys to manage shared instances
By using a list to store instances
By creating new instances for each request
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the purpose of using a shared pointer in the factory?
To avoid manual memory deallocation
To increase the speed of instance creation
To simplify the syntax of the code
To allow multiple threads to access the same instance
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
In the main function, how is the position of each tree managed?
It is hardcoded in the factory
It is stored within each tree instance
It is randomly generated within the vegetation class
It is computed and passed as an extrinsic state
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the main benefit of applying the Flyweight pattern in this project?
Faster rendering of graphics
Reduced memory consumption
Simplified code structure
Improved texture quality
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How many instances were created after applying the Flyweight pattern?
Four
One
Two
Three
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