Creational Design Patterns in Modern C++ - Prototype Manager - Part I

Creational Design Patterns in Modern C++ - Prototype Manager - Part I

Assessment

Interactive Video

Information Technology (IT), Architecture

University

Hard

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The video tutorial discusses optimizing game design by using a single clause for each vehicle category, allowing for different instances by modifying attributes like color. It introduces the concept of prototypes, where car and bus instances act as prototypes to avoid creating new instances from scratch. A prototype manager is implemented to manage these prototypes, using an unordered map for storage. Methods for registering, deregistering, and cloning prototypes are detailed, ensuring efficient game design. The tutorial concludes with a preview of using the prototype manager in future lectures.

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7 questions

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1.

OPEN ENDED QUESTION

3 mins • 1 pt

What was the initial approach to managing vehicle instances in the game?

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2.

OPEN ENDED QUESTION

3 mins • 1 pt

Explain how instances of cars and buses can act as prototypes.

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3.

OPEN ENDED QUESTION

3 mins • 1 pt

How does the new approach to vehicle instances improve efficiency?

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4.

OPEN ENDED QUESTION

3 mins • 1 pt

What is the role of the prototype manager in the vehicle management system?

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5.

OPEN ENDED QUESTION

3 mins • 1 pt

What is the significance of using an unordered map for storing prototypes?

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6.

OPEN ENDED QUESTION

3 mins • 1 pt

Describe the process of registering and deregistering prototypes.

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7.

OPEN ENDED QUESTION

3 mins • 1 pt

What happens if a client forgets to clone a prototype before using it?

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