Creational Design Patterns in Modern C++ - Multiple Actors - Part I

Creational Design Patterns in Modern C++ - Multiple Actors - Part I

Assessment

Interactive Video

Information Technology (IT), Architecture

University

Hard

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The video tutorial explains the concept of object pooling in game development, focusing on managing missile instances to improve performance. It suggests extending this approach to alien instances and introduces a base class called 'actor' for game objects. The tutorial also covers renaming the pool to 'actor pool' and updating its structure to use shared pointers and an unordered map. Finally, it discusses implementing acquire and release methods for different object types.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary benefit of using an object pool for missile instances in a game?

It simplifies the game code.

It reduces the number of allocations and deallocations.

It increases the number of instances created.

It makes the game more visually appealing.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Why is a base class called 'actor' introduced in the game engine?

To allow the game engine to invoke update methods on objects.

To manage the game's sound effects.

To improve the game's graphics quality.

To reduce the game's memory usage.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What common property is shared by all actors in the game?

Visibility

Color

Size

Speed

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does the modified object pool manage different types of objects?

By storing objects in a database.

By creating separate pools for each object type.

By using a map with keys as object types.

By using a list of actor pointers.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What data structure is used to store actor pointers in the modified object pool?

A queue

A stack

A linked list

An unordered map