261_review Flashcards

1
Q

Concept of database and database management systems

A

DB=an integrated collection of stored data that is centrally mannaged and controlled. Mgm-system software that manages and controls access tdb

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2
Q

What is a relational database system (RDBMS)?

A

a db mgm system that stores data in tables

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3
Q

Schema

A

a description of the structure-content-and access controls of a physical data store or database

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4
Q

Table

A

2D data structure containing rows and columns alscalled a relation

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5
Q

Row

A

portion of table containing data that describes one entity-relationship or object-alscalled tuple or record

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6
Q

Column/field

A

a column of a relational database table alscalled an attribute

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7
Q

Primary key

A

a key used tuniquely identify a row of a relation db table

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8
Q

Foreign key

A

a field value stored in one relational db table that alsexists as a primary key value in another table

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9
Q

Representing relationship

A

are represented within a relatikon db by foreign keys

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10
Q

Enforcing referential integrity

A

a consistent relational db state in which every foreign key value alsexists as a primary key value

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11
Q

Normalization

A

a technique that ensures relational db schema quality by minimizing data redundancy

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12
Q

Functional dependency

A

a 1-1 correspondence between 2 field values

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13
Q

1NF

A

a relational db table structure that has nrepeating fields or groups of fields

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14
Q

2NF

A

a relational db table structure in which every non-key field is functionally dependent on the primary key

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15
Q

3NF

A

a relational db table structure in which nnon-key field is functionally dependent on any other non-key field

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16
Q

Distributed Databases Architecture

A

organizations typically store data in many different databases-often under the control of many different dmbss

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17
Q

Single database server

A

Clients on one or more LANS share a single database locatedn a single computer system

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18
Q

Replicated database server

A

Each server stores a separate copy of the needed data. Clients interact with the db server on their own LAN

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19
Q

Partitioned database server

A

minimize need for db synchronization by partitioning db contents among multiple db servers

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20
Q

Federated database server

A

is commonly used taccess data stored in dbs with incompatible storage models or dbmss.

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21
Q

What is UML? What type of modeling is it used for?

A

uml is the accepted standard Omodeling language of the industry.

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22
Q

Use case model

A

A collection of models that can be used tcapture system requirements based on use cases with the object-oriented approach

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23
Q

The objective of an use case model

A

is tidentify and define all of the elementary business processes that the system must support.

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24
Q

Use cases

A

a diagram tshow the various user roles and how these roles use the system

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25
Q

Actor

A

stick figure that represents a user outside the system

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26
Q

Automation boundary

A

the boundary seperating the user/actor from the system

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27
Q

<> relationship

A

adiditional use case that other use cases may need tuse tperform their function-i.e. validate customer

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28
Q

Activity Diagram

A

is an easily understood diagram tdocument the workflows of the business processes (swimlanes)

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29
Q

Use activity diagram tdescribe use cases

A

stick-figure-ovals-lines connecting

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30
Q

Understand the notation of an activity diagram

A

black circle starts flow-oval boxes-black bar indicates repitition-double circle indicates end-swimlane for system-clerkactor-sometimescustomer

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31
Q

Know how tconstruct an activity diagram

A

swimlanes-oval boxes-etc.

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32
Q

System Sequence Diagram (SSD)

A

Contains an actor-the system and twparallel dashed lines below

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33
Q

The purpose of a SSD

A

is used tdescribe the flow of information intand out of the automated sytem.

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34
Q

Understand the notation of SSD

A

input message on solid line inquireOnitem(catalogID-prodID-size)-return value on dashed line -item information

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35
Q

Know how tconstruct a SSD

A

rectangle for loops OR *[another item] description-price-extendedprice on top line. := additem(itemID-quantity)-under the line

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36
Q

State Machine Diagram

A

used tallow analysts tidentify and document which domain objects require status checking

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37
Q

The purpose of a state machine diagram

A

sometimes it is important tknow the status of a problem domain objects-i.e. state of an order

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38
Q

Understand the terminologies of state machine diagram

A

state-transition-pseudostate-destination state-origin state-message event-guard condition-path

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39
Q

State

A

A condition during an object’s life when it satisifies some criterion-performs some action-or waits for an event

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40
Q

Transition

A

the movement of an object from one state tanother state

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41
Q

Pseudostate

A

the starting point of a state machine diagram indicated by a black dot

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42
Q

Destination sate

A

for a particular transition-the state twhich an object moves after the completion of the transition

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43
Q

Origin sate

A

for a particular transition-the original state of an object from which the transition occurs

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44
Q

Message event

A

the trigger for a transition which causes the object tleave the origin state

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45
Q

Guard-condition

A

a true/false test tsee whether a transition can fire

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46
Q

Path

A

a sequential set of connected states and transitions

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47
Q

What are the composite states?

A

a state containing other states and transitions (that is a path)

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48
Q

Know how tconstruct a state machine diagram

A

psuedostate black dot starts-oval/square state-arrow path with message fill()-lowMsg().

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49
Q

How does an Oprogram work?

A

consists of a set of program objects that cooperate taccompliswh a result

50
Q

List the models used in the Odesign

A

component diagram-deployment diagram-design class diagram-interaction diagram-design state machine diagram-package diagrams

51
Q

Oarchitectural design

A

first step in system design

52
Q

Enterprise-level system

A

a system that has shared resources among multiple people or groups in an organization

53
Q

Client/server network-based systems

A

connection is permanent tthe system and values in variables can be passed back and forth and can be remembered by each component in the system. View layer has direct access tfields in system.

54
Q

Internet-based systems

A

npermenant connection client and server dnot know the state of each other

55
Q

Component Diagram

A

a type of implementation diagram that shows the overall system architecture and the logical components within it (ports/sockets square diagram)

56
Q

Notation

A

sockets-ports-conponents-

57
Q

API

A

application program interface - the set of public methods that is available tthe outside world

58
Q

Two-Layer architecture design

A

web page code i.e. php and the sub program taccess the data i.e. mysql

59
Q

Three-Layer architecture design

A

for systrem s that require more complex business logic it is better tadd a layer sthat separate classes exist for botht he domain logic and the data access process.

60
Q

What are web services?

A

computer programs that provide services tother systems via the internet and are posted in a directory sthat other systems can find and use them.

61
Q

Deployment Diagram

A

a type of implementation diagram that shows the physical components across different locations (3d rectangle with :server)

62
Q

Purpose of the deployment diagram

A

shows the placement of various physical nodes across different locations

63
Q

Notation of the deployment diagram

A

3d rectangle with :server underlined

64
Q

Differences between the domain class diagram and the design class diagram

A

elaborated attributes and method signatures ie.e ():string/public private

65
Q

Standard stereotypes of design class

A

is simply a way tcategorize a model element as a certain type. Indicated by guillemets <<»

66
Q

Entity class

A

a design identifier for a problem domain class

67
Q

Control class

A

a class that mediates between boundary classes and entity classes acting as a switchboard between the view layer and domain layer

68
Q

Boundary class

A

or view class - a class that exists on a systems automation boundary such as an input layer

69
Q

Data access class

A

a class that is used tretrieve data from a database

70
Q

Design class diagram

A

standard three cell diagram we used in java

71
Q

Three compartments

A

stereotype name/attribute list/method list

72
Q

Visibility

A

denotes wheter other objects can directly access the attribute- the + or - sign for private or public

73
Q

Method signature

A

a notation that shows all of the infomration needed tinvoke or call the method

74
Q

Overload method

A

a method with one name but twor more parameter lists

75
Q

Class-level method

A

a method that is associated with a class instead of with objects of the class

76
Q

Class-level attribute

A

an attribute that contains the same value for all objects in the system

77
Q

Overridden method

A

a method in a subclass with inheritance that overrides the moethd in the parent class

78
Q

Abstract class

A

a class that can never be instantiated (nobjects can be created of this type - i.e. parent class

79
Q

Concrete class

A

a normal class that can be instantiated (objects can be created)

80
Q

Navigation visibility

A

a design principle in which one object has a reference tanother object and thus can interact with it

81
Q

CRC card

A

an index card with lines that partition int3 areas-class name-responsibility-and collaboration classes

82
Q

Purpose of crc card

A

brainstgorming technique that is quite popular among oodevelopers

83
Q

Process of applying CRC cards in class design

A

usually done in a brainstorming session.

84
Q

Design principles - Encapsulation and information hiding

A

principal of objects in which both data and program logic are included within a single self-contained unit

85
Q

Design principles - Coupling

A

qualitative measure of how closely the classes in a design class diagram are linked

86
Q

Design principles - Cohesion

A

a qualitative measure of the consistency of functions within a single class

87
Q

Design principles - Protection from variations

A

principle in which parst of a system that are unlikely tchange are segregated from those that will

88
Q

Design principles - Indirection

A

principle in which an intermediate class is placed between twclasses tdecouple them but still link them

89
Q

Design principles - Object responsibility

A

principle in which objects are responsible for carrying out system processing

90
Q

What does the term of use case realization mean?

A

the process of elaborating the detailed design with interaction diagrams of a particular use case

91
Q

What does the term of design patterns mean? What are the benefits of using design patterns?

A

standard design techniques and templates that are widely recognized as good practice

92
Q

What is the purpose of using the controller pattern?

A

designer often define an intermediary class that acts as a buffer between the user interface and the domain classes - we call these classes use case controllers

93
Q

Understand three-layer sequence diagram

A

more complex systems include classes whose sole responsibility is texecute database sql statements-get the results of the query-provide the infomration tthe domain layer.

94
Q

Components of a sequence diagram

A

view layer-business layer-data access layer

95
Q

Activation lifeline

A

a representation of the period in which a method of an object is alive and executing

96
Q

First cut sequence diagram

A

detailed sequence diagram uses all of the elements that an SSD uses.

97
Q

How does a design sequence diagram differ from a SSD?

A

difference is that the :System object is replaced by all of the internal objects and messages within the system.

98
Q

What classes are included in first cut sequence diagram?

A

all the classes needed taccomplish the use case?

99
Q

Explain syntax of a message on a sequence diagram.

A

message name should reflect the requested service.

100
Q

The assumptions of developing a first cut sequence diagram

A

perfect technology (not including user login steps)-perfect memory assumption (objects assumed created in memory and available for use case)-perfect solution assumption (assumes nexception conditions)

101
Q

Multilayer sequence diagram

A

incluses the prevous stuff plus userinterface classes and data access classes

102
Q

Design viewer layer

A

consists of a single user interface window or more complex multiple windows tenter and view the data

103
Q

Design data layer

A

keeping the code separate from the viewing layer sthat there is a class acting as 3rd party between view and data

104
Q

Communication Diagram

A

are useful for showing a different view of the use case - one that emphasizes coupling - easier tchange and rearrange on the fly

105
Q

Differences between a sequence diagram and a communication diagram

A

lifeline and activation lifeline symbols are not used-alsfocuses more on the objects themselves

106
Q

The notations of a communication diagram

A

actor-message-objects and a link symbol that sends or receives messages

107
Q

Package Diagram

A

is simply a high-level diagram that allows designers tassociate classes of related groups

108
Q

Purpose

A

show related components and dependencies

109
Q

Dependency relationship

A

a relationship between packages classes or use cases that indicates a change in the independent item will require a corresponding change in the dependant item

110
Q

view layer

A

view layer(display forms-reports-data fields-capture clicks-rollovers-key entry-accept input-edit and validate input-forward input tdomain layer-start and shut down system)

111
Q

domain layer

A

create problem domain classes (persistent)-process all business rules with appropriate logic-prepare persistent classes for storage tthe db

112
Q

data access layer

A

establish and maintain connections tthe db-contain all sql statements-process result sets of sqls intappropriate domain objects-disconnect gracefully from db

113
Q

Design Patterns

A

patterns exist at various levels of abstraction-may be a class definition or only an approach tsolving a problem

114
Q

Classification of GoF design patterns

A

basic classification scheme for patterns-creational-structional-behavioral

115
Q

Creational

A

help assign responsibilities tclasses tinstantiate new objects

116
Q

Structural

A

provide solutions tmeet the architectural needs of the system-that is the set of classes and the ways they are related- help solve problems associated with indirection

117
Q

Behavioral

A

provide solutions tproblems that are related tthe way internal system processes execute-for example the iterator pattern solves the problem of how tprocess arrays and lists effectively

118
Q

Adapter

A

roughly akin ttravel adapters in that it plugs an external class intan existing system

119
Q

Factory

A

in oop a solution is thave some classes that are factories-these classes instantiate objects from utility classes

120
Q

Singleton

A

one instance

121
Q

Observer

A

approach tsolving an important system problem