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  1. Home
  2. Google Certification
  3. Professional-Cloud-Architect Exam
  4. Google.Professional-Cloud-Architect.v2026-02-17.q247 Dumps
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Question 16

For this question, refer to the JencoMart case study.
The migration of JencoMart's application to Google Cloud Platform (GCP) is progressing too slowly. The infrastructure is shown in the diagram. You want to maximize throughput. What are three potential bottlenecks? (Choose 3 answers.)

Correct Answer: A,C,D
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Question 17

You want to optimize the performance of an accurate, real-time, weather-charting application. The data comes from 50,000 sensors sending 10 readings a second, in the format of a timestamp and sensor reading. Where should you store the data?

Correct Answer: C
It is time-series data, So Big Table.
https://cloud.google.com/bigtable/docs/schema-design-time-series
Google Cloud Bigtable is a scalable, fully-managed NoSQL wide-column database that is suitable for both real-time access and analytics workloads.
Good for:
Low-latency read/write access
High-throughput analytics
Native time series support
Common workloads:
IoT, finance, adtech
Personalization, recommendations
Monitoring
Geospatial datasets
Graphs
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Question 18

Your customer support tool logs all email and chat conversations to Cloud Bigtable for retention and analysis.
What is the recommended approach for sanitizing this data of personally identifiable information or payment card information before initial storage?

Correct Answer: C
Reference: https://cloud.google.com/solutions/pci-dss-compliance-ingcp# using_data_loss_prevention_api_to_sanitize_data
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Question 19

For this question, refer to the Mountkirk Games case study. You need to analyze and define the technical architecture for the database workloads for your company, Mountkirk Games. Considering the business and technical requirements, what should you do?

Correct Answer: D
https://cloud.google.com/bigtable/docs/schema-design-time-series
Topic 9, 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.
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Question 20

For this question, refer to the TerramEarth case study.
To speed up data retrieval, more vehicles will be upgraded to cellular connections and be able to transmit data to the ETL process. The current FTP process is error-prone and restarts the data transfer from the start of the file when connections fail, which happens often. You want to improve the reliability of the solution and minimize data transfer time on the cellular connections. What should you do?

Correct Answer: D
Reference:
https://cloud.google.com/storage/docs/locations
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