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Software Design

Topic in Software Engineering

210 total MCQsShowing 30 with explanations10 Easy10 Medium10 Hard

About This Topic

Software design is the activity of turning requirements into a structured plan of modules, interfaces, classes and algorithms that programmers can implement. Core questions test coupling and cohesion, abstraction, information hiding and modularity. The SOLID principles appear often, especially the Liskov Substitution and Interface Segregation principles, together with GRASP responsibility patterns. A large share of items target Gang of Four design patterns grouped as creational (Singleton, Factory, Builder), structural (Adapter, Facade, Decorator) and behavioural (Observer, Strategy, Template Method, Visitor with double dispatch). You should also recognise anti-patterns such as the God class and read basic UML class and sequence diagrams.

Below are 30 practice questions from a pool of 210 Software Design MCQs, one of 16 topics in Software Engineering. Each shows the correct answer with an explanation; when you are ready, take a timed quiz to test recall under exam conditions.

Practice Questions

Each question below shows the correct answer with a full explanation. Use these to build conceptual understanding before attempting a timed quiz.

Software DesignEasy

Q1. What is software design?

  1. A.Writing detailed end-user operation manual docs as a standard approach
  2. B.Deploying software to production server systems in practice typically
  3. C.Writing comprehensive test case scenario suites for quality purposes
  4. D.The process of defining the architecture, components, and interfaces of a system✓ Correct

Explanation

Software design defines software architecture, components, interfaces, and other characteristics.

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Software DesignEasy

Q2. What is cohesion in software design?

  1. A.Unnecessary duplication of source code and logic
  2. B.Multiple modules depending on each other heavily
  3. C.A specific category of software defect and bug
  4. D.The degree to which elements within a module belong together✓ Correct

Explanation

Cohesion measures how strongly related the responsibilities of a single module are.

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Software DesignMedium

Q3. What is the MVC design pattern?

  1. A.A comprehensive software testing pattern type as part of the methodology
  2. B.A specific type of program variable declaration for effective project outcomes
  3. C.Model-View-Controller, separating data, presentation, and control logic✓ Correct
  4. D.A software deployment automation pattern type in the development process

Explanation

MVC separates an application into Model, View, and Controller components.

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Software DesignEasy

Q4. Which is preferred: tight coupling or loose coupling?

  1. A.Loose coupling is preferred✓ Correct
  2. B.No coupling at all works
  3. C.Tight coupling is preferred
  4. D.Both are equally good

Explanation

Loose coupling reduces dependencies between modules, making the system more maintainable.

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Software DesignEasy

Q5. What is a design pattern?

  1. A.A specific coding style and convention set
  2. B.A user interface visual color scheme choice
  3. C.A reusable solution to a commonly occurring design problem✓ Correct
  4. D.A comprehensive software testing method type

Explanation

A design pattern is a general, reusable solution to a commonly occurring problem.

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Software DesignEasy

Q6. What is modularity in software design?

  1. A.Using only one file for all the source code
  2. B.Dividing a system into separate, independent modules✓ Correct
  3. C.Writing one single large monolithic program
  4. D.Avoiding the use of functions in the code

Explanation

Modularity divides a system into distinct modules that can be developed and maintained independently.

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Software DesignEasy

Q7. Which is preferred: high cohesion or low cohesion?

  1. A.No cohesion at all
  2. B.Both are equally good
  3. C.Low cohesion is preferred
  4. D.High cohesion is preferred✓ Correct

Explanation

High cohesion means the module's elements are strongly related and focused.

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Software DesignEasy

Q8. What is the difference between high-level and low-level design?

  1. A.They are fundamentally the same thing exactly in a systematic way
  2. B.High-level defines architecture; low-level defines detailed component design✓ Correct
  3. C.Low-level design is always more important overall for the project goals
  4. D.High-level design is done after coding is finished according to best practices

Explanation

High-level design defines overall architecture; low-level design specifies detailed component designs.

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Software DesignMedium

Q9. What is the Singleton design pattern?

  1. A.A pattern that ensures a class has only one instance with a global access point✓ Correct
  2. B.A comprehensive software testing design pattern by the development process
  3. C.A relational database schema design pattern type and its related activities
  4. D.A pattern designed for creating multiple instances within the system boundary

Explanation

The Singleton pattern restricts a class to a single instance with a global access point.

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Software DesignMedium

Q10. What is the Factory Method pattern?

  1. A.A pattern that defines an interface for creating objects, letting subclasses decide which class to instantiate✓ Correct
  2. B.A specialized debugging and tracing tool suite to achieve project objectives in the engineering discipline
  3. C.A comprehensive software testing method and tool by the project team members and related components
  4. D.A physical manufacturing production process flow within the given constraints in all development efforts

Explanation

The Factory Method lets subclasses decide which class to instantiate.

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Software DesignMedium

Q11. What is the Observer design pattern?

  1. A.A pattern where objects are notified of state changes in another object✓ Correct
  2. B.A creational object instantiation design pattern as defined by standards
  3. C.A structural composition and wrapping pattern for all project stakeholders
  4. D.A system security and access control pattern over the entire lifecycle

Explanation

The Observer pattern defines a one-to-many dependency where dependents are notified of state changes.

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Software DesignEasy

Q12. What is coupling in software design?

  1. A.A high degree of internal module cohesion only
  2. B.A specific type of data structure or element
  3. C.The degree of interdependence between modules✓ Correct
  4. D.A programming language built-in feature type

Explanation

Coupling measures how much one module depends on another.

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Software DesignEasy

Q13. What is information hiding?

  1. A.Concealing internal design decisions within a module from other modules✓ Correct
  2. B.Permanently deleting stored information across all phases
  3. C.Hiding files on the operating system disk at every stage
  4. D.Encrypting sensitive data during transit by the organization

Explanation

Information hiding restricts access to module internals through well-defined interfaces.

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Software DesignEasy

Q14. What is abstraction in design?

  1. A.A specific type of runtime software error type
  2. B.Adding increasingly more implementation detail
  3. C.Removing all application source code and files
  4. D.Hiding complex details and showing only essential features✓ Correct

Explanation

Abstraction simplifies complex systems by hiding implementation details.

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Software DesignMedium

Q15. What is the Open/Closed Principle?

  1. A.Software entities should be open for extension but closed for modification✓ Correct
  2. B.Never closing running desktop applications ever as a standard approach
  3. C.Always keeping file handles open in the code in practice typically
  4. D.Using only open source software for projects for quality purposes

Explanation

The Open/Closed Principle states that entities should be extensible without modifying existing code.

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Software DesignMedium

Q16. What is the Liskov Substitution Principle?

  1. A.A specific naming convention for all variables by the organization at every stage
  2. B.A comprehensive software testing principle type across all phases in a systematic way
  3. C.A relational database normalization principle for the project goals according to best practices
  4. D.Objects of a superclass should be replaceable with objects of a subclass without affecting correctness✓ Correct

Explanation

LSP states that derived classes must be substitutable for their base classes.

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Software DesignMedium

Q17. What is a class diagram?

  1. A.A project timeline for all project stakeholders within the given constraints
  2. B.A network diagram in all development efforts by the project team members
  3. C.A classroom layout over the entire lifecycle as defined by standards
  4. D.A UML diagram showing classes, attributes, methods, and relationships✓ Correct

Explanation

A class diagram shows classes with their attributes, operations, and relationships.

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Software DesignMedium

Q18. What is the DRY principle?

  1. A.Keep code dry and clean within the system boundary
  2. B.Delete Redundant Yields by the development process
  3. C.Don't Repeat Yourself — avoid code duplication✓ Correct
  4. D.Develop Robust Yields and its related activities

Explanation

DRY states that every piece of knowledge should have a single representation.

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Software DesignMedium

Q19. What are the three categories of GoF design patterns?

  1. A.Input, Process, Output in the system
  2. B.Creational, Structural, Behavioral✓ Correct
  3. C.Design, Code, Test during implementation
  4. D.Easy, Medium, Hard throughout the project

Explanation

The Gang of Four classified patterns into Creational, Structural, and Behavioral categories.

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Software DesignMedium

Q20. What is the Strategy design pattern?

  1. A.A specific software testing strategy and plan within the project scope
  2. B.A project management planning approach method during the software lifecycle
  3. C.A pattern that defines a family of algorithms and makes them interchangeable✓ Correct
  4. D.A software deployment automation strategy type for the development team

Explanation

The Strategy pattern defines a family of algorithms and makes them interchangeable at runtime.

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Software DesignHard

Q21. What is the difference between composition and inheritance?

  1. A.The two concepts are completely identical always in the system context
  2. B.Inheritance is never used in modern source code for quality purposes
  3. C.Composition is always the wrong approach to use during implementation
  4. D.Inheritance creates an 'is-a' relationship; composition creates a 'has-a' relationship✓ Correct

Explanation

Inheritance defines 'is-a' relationships; composition defines 'has-a' relationships.

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Software DesignHard

Q22. What is the Command design pattern?

  1. A.A pattern that encapsulates a request as an object, allowing parameterization and queuing✓ Correct
  2. B.A production deployment automation command set by the organization at every stage
  3. C.A command-line interface terminal command only in practice typically
  4. D.A comprehensive software testing command suite as a standard approach

Explanation

The Command pattern encapsulates a request as an object for parameterization and queuing.

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Software DesignHard

Q23. What is the Dependency Inversion Principle?

  1. A.All dependencies should always point downward only as part of the methodology
  2. B.All module dependencies should be completely removed in the development process
  3. C.High-level modules should not depend on low-level modules; both should depend on abstractions✓ Correct
  4. D.Dependencies between modules should be circular during the software lifecycle

Explanation

DIP states that both high-level and low-level modules should depend on abstractions.

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Software DesignHard

Q24. What is the Adapter design pattern?

  1. A.A comprehensive software testing adapter tool
  2. B.A relational database connection driver and tool
  3. C.A physical electrical power adapter device unit
  4. D.A pattern that allows incompatible interfaces to work together✓ Correct

Explanation

The Adapter pattern converts one interface into another that clients expect.

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Software DesignHard

Q25. What is the Decorator design pattern?

  1. A.A pattern that attaches additional responsibilities to an object dynamically✓ Correct
  2. B.A user interface visual styling pattern only within the project scope
  3. C.A relational database schema design pattern type for the development team
  4. D.A comprehensive software testing design pattern throughout the project

Explanation

The Decorator pattern dynamically adds responsibilities to an object by wrapping it.

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Software DesignHard

Q26. What is the Interface Segregation Principle?

  1. A.Avoid defining all interfaces in the system entirely
  2. B.Use one single large monolithic interface always
  3. C.Clients should not be forced to depend on interfaces they don't use✓ Correct
  4. D.Combine all interfaces into a single large one

Explanation

ISP states that no client should be forced to depend on methods it does not use.

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Software DesignHard

Q27. What is the SOLID acronym in object-oriented design?

  1. A.Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, Dependency Inversion✓ Correct
  2. B.A comprehensive software testing framework set for effective project outcomes
  3. C.A specific general-purpose coding language type in the engineering discipline
  4. D.A classification of physical building materials and related components to achieve project objectives

Explanation

SOLID represents five principles of object-oriented design.

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Software DesignHard

Q28. What is the difference between architectural design and detailed design?

  1. A.They are fundamentally identical concepts entirely over the entire lifecycle as defined by standards
  2. B.Architectural design only involves UI layout work in all development efforts by the project team members
  3. C.Detailed design always comes before architectural for all project stakeholders within the given constraints
  4. D.Architectural design defines system structure; detailed design specifies algorithms and data structures within components✓ Correct

Explanation

Architectural design establishes overall structure; detailed design specifies internal component workings.

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Software DesignHard

Q29. What is the Template Method pattern?

  1. A.A source code boilerplate template file format across all phases in a systematic way
  2. B.A software testing test case plan template set according to best practices
  3. C.A comprehensive project documentation template for the project goals
  4. D.A pattern that defines the skeleton of an algorithm, deferring some steps to subclasses✓ Correct

Explanation

The Template Method defines the skeleton of an algorithm, letting subclasses override specific steps.

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Software DesignHard

Q30. What is the concept of 'design debt'?

  1. A.Financial debt for purchasing design tools only within the system boundary
  2. B.The accumulated cost of design shortcuts that will require future rework✓ Correct
  3. C.A specific type of design pattern category name by the development process
  4. D.A concept related only to software testing work and its related activities

Explanation

Design debt accumulates when design shortcuts are taken, leading to increased maintenance costs.

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