2.3 Key terms Flashcards

1
Q

Defensive design

A

the practice of planning for contingencies in the design state of a project or undertaking

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2
Q

Anticipating misuse

A

the ability of a programmer to consider how the end user might accidentally or on purpose break the program, then writing additional code to handle these situations

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3
Q

Authentication

A

verifying a user identity before they can use a program with username and password

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4
Q

Input validation

A

ensuring data input by the user meets specific criteria before processing (eg range check)

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5
Q

Maintainability

A

a selection of techniques and methods that make code easy to debug, update and maintain

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6
Q

Naming conventions

A

an agreed way of naming variables so that they are easy to interpret and understand

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7
Q

Indentation

A

shows how the program flows and where structures begin and end

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8
Q

Commenting

A

used by the programmer to explain sections of the code

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9
Q

Testing

A

running the program under various conditions to make sure it is going to work

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10
Q

Iterative testing

A

when each module of a program is tested as it is developed

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11
Q

Final/terminal testing

A

testing all modules of a program work together as expected so that it meets the expectations of the user with real data

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12
Q

Syntax error

A

when the rules of the programming language have been broken and the program will not run

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13
Q

Logical error

A

the program runs but does not give the expected output

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14
Q

Test data

A

values used to test a program which includes normal, boundary, and erroneous

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15
Q

Test data: Normal

A

data that the program will expect

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16
Q

Test data: Boundary

A

data supplied that is designed to test the boundaries of a problem

17
Q

Test data: Invalid

A

data of the correct type but outside accepted validation limits

18
Q

Test data: Erroneous

A

data of the incorrect type which should be rejected by a computer system