In which phase of the IoT project lifecycle is the scope and objectives of the project defined?

  • Design
  • Implementation
  • Planning
  • Testing
The scope and objectives of an IoT project are defined in the planning phase. During this phase, project goals, deliverables, and overall strategy are determined.

Which of the following was a precursor to the modern IoT?

  • ARPANET
  • Bluetooth
  • ENIAC
  • World Wide Web
ARPANET, the precursor to the modern internet, can be considered a precursor to the Internet of Things (IoT). ARPANET was one of the first wide-area packet-switching networks and laid the foundation for the interconnected networks that led to the development of IoT.

Azure IoT's service that allows bi-directional communication between IoT applications and the devices it manages is called ________.

  • Azure Data Factory
  • Azure Functions
  • Azure IoT Hub
  • Azure IoT Suite
Azure IoT Hub is a service that facilitates bi-directional communication between IoT applications and the devices it manages. Azure Functions, Azure IoT Suite, and Azure Data Factory serve different purposes within the Azure ecosystem.

In which decade did the concept of IoT first emerge?

  • 1970s
  • 1980s
  • 1990s
  • 2000s
The concept of IoT can be traced back to the 1970s, even though it became more popular and widely recognized in the 21st century. The first internet-connected device was a Coke machine at Carnegie Mellon University in the early 1980s, but the foundational ideas began earlier.

What are the differences between a static class and a singleton class?

  • A singleton class can be extended, while a static class cannot be extended
  • A singleton class can have multiple instances, while a static class can only have one instance
  • A static class can be extended, while a singleton class cannot be extended
  • A static class can have multiple instances, while a singleton class can only have one instance
A static class can have multiple instances, while a singleton class can only have one instance. A static class is a class that is declared as static and can only access static variables and methods. A singleton class is a class that ensures that only one instance of the class exists in the JVM.

What is Observer pattern?

  • A design pattern in which an object, called the composite, is composed of one-to-many other objects, in a tree-like structure, allowing the client to interact with individual objects and compositions of objects uniformly
  • A design pattern in which an object, called the decorator, adds or overrides behavior of an existing object, dynamically
  • A design pattern in which an object, called the proxy, acts as an intermediary between a client and a target object, forwarding requests from the client to the target object and vice versa
  • A design pattern in which an object, called the subject, maintains a list of its dependents and notifies them automatically of any changes to its state
The Observer pattern is a design pattern in which an object, called the subject, maintains a list of its dependents and notifies them automatically of any changes to its state. The Observer pattern is used to implement a publish/subscribe mechanism, allowing the subject to be decoupled from its dependents, and allowing multiple dependents to be notified of changes to the subject's state. The Observer pattern is used to implement event-driven systems.

What is Design Patterns and why anyone should use them?

  • A collection of best practices for software development that are specific to a certain programming language or framework.
  • A pre-written solution to common software problems that can be adapted to fit the specific needs of a project. Design patterns provide a common vocabulary and shared understanding among team members, allowing for more efficient and maintainable code.
  • A set of coding conventions that must be followed when developing software to ensure consistency and readability.
  • A set of guidelines for designing user interfaces in a way that is aesthetically pleasing and easy to use.
Design Patterns are reusable solutions to common problems that arise in software development. They provide a standardized way of approaching these problems, which can improve the efficiency, maintainability, and understandability of the code.

What is relationship between Repository and Unit of Work?

  • The Repository and Unit of Work patterns are interchangeable, as they both provide similar functionality and can be used interchangeably in a project.
  • The Repository and Unit of Work patterns are not related, as they are completely separate design patterns with different purposes.
  • The Repository and Unit of Work patterns are related, as the Unit of Work is responsible for managing the persistence of data changes, while the Repository provides an abstraction over the data access layer. The Repository can use the Unit of Work to persist changes to the data.
  • The Repository and Unit of Work patterns are the same, as they are both used to manage the persistence of data changes.
The Repository and Unit of Work patterns are related, as the Unit of Work is responsible for managing the persistence of data changes, while the Repository provides an abstraction over the data access layer. The Repository can use the Unit of Work to persist changes to the data.

What is the purpose of the Facade pattern?

  • To allow multiple objects to communicate with each other
  • To create a reusable object-oriented design
  • To provide a common interface for a group of related classes
  • To provide a simplified interface to a complex system, hiding the complexity of the system behind a single interface and making it easier to use
The Facade pattern provides a simplified interface to a complex system, hiding the complexity of the system behind a single interface and making it easier to use

What is the difference between Façade and Mediator?

  • Façade and Mediator are the same thing.
  • Façade and Mediator have no relationship to each other.
  • Façade is a pattern for communication between components of a system, while Mediator is a simplified interface to a complex system. Façade is a two-way communication pattern, while Mediator is a one-way communication pattern.
  • Façade is a simplified interface to a complex system, while Mediator is a pattern for communication between components of a system. Façade is a one-way communication pattern, while Mediator is a two-way communication pattern.
The Façade pattern provides a simplified interface to a complex system, while the Mediator pattern provides a way for components of a system to communicate with each other in a loosely coupled manner. Façade is a one-way communication pattern, while Mediator is a two-way communication pattern.

What's the difference between the Dependency Injection and Service Locator patterns?

  • The Dependency Injection pattern involves a central registry that provides objects when requested, while the Service Locator pattern involves passing objects as dependencies to the objects that require them.
  • The Dependency Injection pattern involves creating and configuring objects, while the Service Locator pattern involves finding and returning objects.
  • The Dependency Injection pattern involves finding and returning objects, while the Service Locator pattern involves creating and configuring objects.
  • The Dependency Injection pattern involves passing objects as dependencies to the objects that require them, while the Service Locator pattern involves a central registry that provides objects when requested.
The Dependency Injection pattern involves passing objects as dependencies to the objects that require them, while the Service Locator pattern involves a central registry that provides objects when requested. The Dependency Injection pattern provides objects to its client as they are needed, while the Service Locator pattern allows objects to request objects they need from a centralized registry.

What is the Null Object pattern?

  • A creational design pattern that provides a way to instantiate an object in a superclass, but allow subclasses to alter the type of objects that will be created.
  • A design pattern used to ensure a class has only one instance, while providing a global access point to this instance for the entire system.
  • A software design pattern that enables an object to be passed around as a value.
  • The Null Object pattern is a behavioral design pattern that provides a default object as a representative of "null" in the context of design patterns.
The Null Object pattern is a behavioral design pattern that provides a default object as a representative of "null" in the context of design patterns.