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最新PROFESSIONAL-CLOUD-ARCHITECT試題 & PROFESSIONAL-CLOUD-ARCHITECT真


 

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最新的 Google Cloud Certified Professional-Cloud-Architect 免費考試真題 (Q18-Q23):

問題 #18
The development team has provided you with a Kubernetes Deployment file. You have no infrastructure yet and need to deploy the application. What should you do?

  • A. Use gcloud to create a Kubernetes cluster. Use Deployment Manager to create the deployment.
  • B. Use kubectl to create a Kubernetes cluster. Use Deployment Manager to create the deployment.
  • C. Use gcloud to create a Kubernetes cluster. Use kubectl to create the deployment.
  • D. Use kubectl to create a Kubernetes cluster. Use kubectl to create the deployment.

答案:C

 

問題 #19
You are designing an application for use only during business hours. For the minimum viable product release, you'd like to use a managed product that automatically "scales to zero" so you don't incur costs when there is no activity.
Which primary compute resource should you choose?

  • A. AppEngine flexible environment
  • B. Compute Engine
  • C. Kubernetes Engine
  • D. Cloud Functions

答案:D

解題說明:
https://cloud.google.com/serverless-options

 

問題 #20
For this question, refer to the Mountkirk Games case study
Mountkirk Games needs to create a repeatable and configurable mechanism for deploying isolated application environments. Developers and testers can access each other's environments and resources, but they cannot access staging or production resources. The staging environment needs access to some services from production.
What should you do to isolate development environments from staging and production?

  • A. Create a network for development and test and another for staging and production.
  • B. Create one subnetwork for development and another for staging and production.
  • C. Create one project for development, a second for staging and a third for production.
  • D. Create a project for development and test and another for staging and production.

答案:C

解題說明:
Topic 6, Mountkrik Games Case 3
Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and-shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.
Support multiple regions.
Support rapid iteration of game features.
Minimize latency.
Optimize for dynamic scaling.
Use managed services and pooled resources.
Minimize costs.
Technical requirements
Dynamically scale based on game activity.
Publish scoring data on a near real-time global leaderboard.
Store game activity logs in structured files for future analysis.
Use GPU processing to render graphics server-side for multi-platform support.
Support eventual migration of legacy games to this new platform.
Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

 

問題 #21
Your company has developed a monolithic, 3-tier application to allow external users to upload and share files. The solution cannot be easily enhanced and lacks reliability. The development team would like to re-architect the application to adopt microservices and a fully managed service approach, but they need to convince their leadership that the effort is worthwhile. Which advantage(s) should they highlight to leadership?

  • A. The monolithic solution can be converted to a container with Docker. The generated container can then be deployed into a Kubernetes cluster.
  • B. The new approach will be significantly less costly, make it easier to manage the underlying infrastructure, and automatically manage the CI/CD pipelines.
  • C. The new approach will make it easier to decouple infrastructure from application, develop and release new features, manage the underlying infrastructure, manage CI/CD pipelines and perform A/B testing, and scale the solution if necessary.
  • D. The process can be automated with Migrate for Compute Engine.

答案:C

解題說明:
The new approach will make it easier to decouple infrastructure from an application, develop and release new features, manage the underlying infrastructure, manage CI/CD pipelines and perform A/B testing, and scale the solution if necessary.

 

問題 #22
You are designing a mobile chat application. You want to ensure people cannot spoof chat messages, by providing a message were sent by a specific user. What should you do?

  • A. Encrypt the message client side using block-based encryption with a shared key.
  • B. Tag messages client side with the originating user identifier and the destination user.
  • C. Use a trusted certificate authority to enable SSL connectivity between the client application and the server.
  • D. Use public key infrastructure (PKI) to encrypt the message client side using the originating user's private key.

答案:D

解題說明:
It is C as client side should encrypt the message using originating cert.

 

問題 #23
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