[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$fo4vXShynazVUk7J09PSfdMb_mvUPDC6tb9heHp2s1Jg":3},{"answer":4,"createTime":5,"id":6,"options":7,"origin":12,"question":19,"related":20,"source":31,"type":32},[],"2024-12-08 18:01:27",169573389,[8,9,10,11],"在抽象聚合类中定义了访问和遍历元素的方法并在具体聚合类中实现这些方法","迭代器模式定义了一个访问聚合元素的接口,并且可以跟踪当前遍历的元素,了解哪些元素已经遍历过而哪些没有","迭代器模式支持以不同的方式遍历一个聚合对象","迭代器模式提供一种方法来访问聚合对象,而无须暴露这个对象的内部表示",{"count":13,"courseId":14,"courseImg":15,"courseName":16,"workId":17,"workName":18},15,"d00cb94f85e431b2fd64c9f58bc5a41d","https:\u002F\u002Ftihai-oss-cloud.itihey.com\u002Fimg\u002F9c1e48361b00f3ee2086f4e259ed792b.jpg","软件设计与体系结构（软工B221、B222）","work_38765223","阶段测试2:行为型模式","以下关于迭代器模式的叙述错误的是( )",[21,33,42,45,54,63,72,81,90,98],{"answer":22,"createTime":23,"id":24,"options":25,"question":30,"source":31,"type":32},[],"2024-12-08 17:36:24",169573376,[26,27,28,29],"中介者将原本分布于多个对象间的行为集中在一起,改变这些行为只需生成新的中介者子类即可,这使各个同事类可被重用","中介者模式简化了对象之间的交互,将原本难以理解的网状结构转换成相对简单的星型结构","中介者模式与观察者模式均可以用于降低系统的耦合度,中介者模式用于处理对象之间一对多的调用关系,而观察者模式用于处理多对多的调用关系","中介者模式用一个中介对象来封装一系列的对象交互","以下关于中介者模式的叙述错误的是( )","v1",0,{"answer":34,"createTime":23,"id":35,"options":36,"question":41,"source":31,"type":32},[],169573383,[37,38,39,40],"策略模式让算法独立于使用它的客户而变化","策略模式中,定义一系列算法,并将每一个算法封装起来,并让它们可以相互替换","策略模式是对算法的包装,是把算法的责任和算法本身分隔开,委派给不同的对象管理","在Context类中,维护了对各个ConcreteStrategy的引用实例,提供了一个接口供ConcreteStrategy存储数据","以下关于策略模式叙述错误的是( )",{"answer":43,"createTime":5,"id":6,"options":44,"question":19,"source":31,"type":32},[],[8,9,10,11],{"answer":46,"createTime":5,"id":47,"options":48,"question":53,"source":31,"type":32},[],169573393,[49,50,51,52],"状态 (State)","适配器 (Adapter)","中介者 (Mediator)","组合 (Composite)","在图形界面系统开发中,如果界面组件之间存在较为复杂的相互调用关系,为了降低界面组件之间的耦合度,让它们不产生直接的相互引用,可以使用( )设计模式",{"answer":55,"createTime":5,"id":56,"options":57,"question":62,"source":31,"type":32},[],169573398,[58,59,60,61],"策略模式会导致产生大量的策略类","策略模式提供了管理相关算法族的办法","策略模式中,客户端无须知道所有的策略类,系统必须自行提供一个策略类","策略模式可以避免使用多重条件转移语句","以下关于策略模式的优缺点描述错误的是( )",{"answer":64,"createTime":5,"id":65,"options":66,"question":71,"source":31,"type":32},[],169573403,[67,68,69,70],"接口隔离原则","迪米特法则","合成复用原则","里氏代换原则","中介者模式中通过中介者来将同事类解耦,这是( )的具体应用",{"answer":73,"createTime":5,"id":74,"options":75,"question":80,"source":31,"type":32},[],169573409,[76,77,78,79],"游戏软件中根据虚拟角色级别的不同拥有不同的权限","某软件在不同的操作系统中呈现不同的外观","会员系统中会员等级不同可以实现不同的行为","银行账户根据余额不同拥有不同的存取款操作","场景( )不是状态模式的实例",{"answer":82,"createTime":5,"id":83,"options":84,"question":89,"source":31,"type":32},[],169573414,[85,86,87,88],"工厂方法","策略","模板方法","状态","某系统中用户可自行动态选择某种排序算法之一(如选择排序、冒泡排序、插入排序)来实现某功能,该系统的设计可以使用( )设计模式",{"answer":91,"createTime":23,"id":92,"options":93,"question":97,"source":31,"type":32},[],169573419,[94,95,96,49],"工厂方法 (Factory Method)","备忘录 (Memento)","访问者 (Visitor)","在很多流行的交互式绘图程序中,当用户选择不同的绘图工具时图形编辑器的行为将随当前工具的变化而改变.如当一个&quot;绘制椭圆&quot;工具被激活时,可以创建椭圆对象;当一个&quot;选择&quot;工具被激活时,可以选择图形对象;当一个&quot;填充&quot;工具被激活时,可以给图形填充颜色等.在该程序中,可以使用( )设计模式来根据当前的工具来改变编辑器的行为",{"answer":99,"createTime":100,"id":101,"options":102,"question":107,"source":31,"type":32},[],"2024-12-08 16:01:04",169573423,[103,104,105,106],"访问者模式表示一个作用于某对象结构中的各元素的操作","在访问者模式中,ObjectStructure提供一个高层接口以允许访问者访问它的元素","访问者模式使得增加新的元素变得很简单","访问者模式使我们可以在不改变各元素的类的前提下定义作用于这些元素的新操作","以下关于访问者模式的叙述错误的是( )"]