Behavioral Design Patterns in C++ - Hangman - III

Behavioral Design Patterns in C++ - Hangman - III

Assessment

Interactive Video

Information Technology (IT), Architecture

University

Hard

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The video tutorial discusses adding a feature to the Hangman game that allows users to revert to an earlier state using checkpoints. It explains the implementation of a game state structure to manage the state of the Hangman object and how to store and restore these states using a vector. The tutorial also highlights the importance of saving checkpoints before modifying the game state and provides an example of restoring a game state after a player loses. Finally, it addresses design issues, such as the violation of the single responsibility principle, and suggests separating responsibilities into different classes using the Memento design pattern.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the initial step taken by the instructor to implement the checkpoint feature?

Create a new project and copy files

Remove unnecessary attributes from the Hangman class

Directly modify the existing Hangman class

Add a new method to the Hangman class

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How are different game states stored for checkpoint management?

In a vector list

In a linked list

In a hash map

In a stack

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of removing unwanted states from the vector?

To prevent confusion with multiple states

To improve game performance

To reduce memory usage

To ensure only relevant checkpoints are kept

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What design principle is violated by the current implementation of the Hangman class?

Liskov Substitution Principle

Single Responsibility Principle

Interface Segregation Principle

Open/Closed Principle

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What new class does the instructor propose to manage checkpoints?

Checkpoint Manager

State Controller

Game State Manager

Checkpoint Handler