Application Flashcards

1
Q

What is an application?

A

A software program designed to perform specific task for user applications are created to solve spec specific problems or perform specific tasks, such as communication , entertainment, business processes , or productivity.

Example: Microsoft Word is an application used for word processing.

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2
Q

What is development?

A

Refers to the process of designing, building, and maintaining software applications.

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3
Q

What is software?

A

A set of instructions, data, or programs used to operate computers and execute specific tasks.

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4
Q

What is application development?

A

The process of creating software application that perform specific task or function.

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5
Q

What are web applications?

A

Applications that run on web browser and are accessible through URLs(Gmail, Facebook).

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6
Q

What are mobile applications?

A

Applications designed for web mobile devices like smartphone and tablets.

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7
Q

What are desktop applications?

A

Applications installed on personal computers and run directly on the operating system.

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8
Q

What is frontend?

A

The part of the application that users interact with.it involves user interface (UI) and user experience (UX )design.

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9
Q

What is backend?

A

The server side of the application , responsible , for processing , data , business logic, and database interactions.

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10
Q

What is a database?

A

Stores and manages data used by the application.

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11
Q

What is Waterfall?

A

A linear approach where each phase is completed before moving on to the next.

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12
Q

What is Agile?

A

An iterative approach that involves continuous planning, development, and testing . it allows for flexibility and adaption to changes.

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13
Q

What is DevOps?

A

A methodology that integrates development and operations to improve collaboration and deployment efficiency.

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14
Q

What is Requirement Gathering?

A

Understanding what the application need to do.

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15
Q

What is Planning?

A

Defining the project scope, timeline, and resources.

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16
Q

What is Design?

A

Creating wireframes, mockups, and architecture diagrams.

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17
Q

What is Testing?

A

Ensuring the application works as expected , with no bugs.

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18
Q

What is Deployment?

A

Releasing the application to user.

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19
Q

What is Maintenance?

A

Ongoing updates and fixes to keep the application running smoothly.

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20
Q

What is Security?

A

Protecting the application from cyber threats.

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21
Q

What is Scalability?

A

Ensuring the application can handle increased user traffic.

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22
Q

What is User Experience?

A

Designing intuitive and user-friendly interfaces.

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23
Q

What is Integration?

A

Ensuring the application works well with other systems and services.

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24
Q

What is an Application Developer?

A

Creates and test application designed for electronic computing devices.

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25
Q

What are Programming Languages?

A

Knowledge of languages like java, python, c#, JavaScript , or others depending on the application type.

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26
Q

What is Software Development Lifecycle?

A

Understanding of methodologies like agile, scrum, or waterfall.

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27
Q

What is a Version Control System?

A

Proficiency with tools like Git for managing code changes.

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28
Q

What is Database Management?

A

Skills in working with databases like SQL, NoSQL, or others for data storage and retrieval.

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29
Q

What is Front-end Development?

A

Familiarity with HTML, CSS and JavaScript frameworks if working on web application.

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30
Q

What is Back-end Development?

A

Experience with server-side technologies, frameworks, and API development.

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31
Q

What are Frameworks and Libraries?

A

Knowledge of popular frameworks(REACT, ANGULAR, SPRING)and libraries.

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32
Q

What is Testing and Debugging?

A

Ability to write and execute test, and debug code effectively.

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33
Q

What are Security Best Practices?

A

Understanding of security principles to protect against vulnerabilities.

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34
Q

What is Problem-Solving?

A

Ability to identify issues and develop effective solutions.

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35
Q

What is Communication?

A

Clear communication with team members, stakeholders, and users.

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36
Q

What is Collaboration?

A

Working effectively within a team, including with designer, tester, and project managers.

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37
Q

What is Time Management?

A

Efficiently managing time to meet deadlines and handle multiple tasks.

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38
Q

What is Adaptability?

A

Flexibility to learn new technologies and adapt to changing requirements.

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39
Q

What is DevOps Knowledge?

A

Familiarity with continuous integration/ continuous deployment(CI/CD)practices.

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40
Q

What are Cloud Services?

A

Experience with cloud platforms like AWS, Azure , or Google Cloud.

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41
Q

What is User Experience (UX) Design?

A

Understanding or user- experience centered design principles.

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42
Q

What is Java?

A

Widely used for enterprise application, android apps, and web .known for its portability and robustness.

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43
Q

What is Python?

A

Popular for web development with frameworks like Django, and flask, data science, machine learning, and scripting.

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44
Q

What is C#?

A

Used primarily for windows applications and web development with ASP.NET. Common in game development with unity.

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45
Q

What is JavaScript?

A

Essential for web development used for both client-side with frameworks like React, angular, and Vue and server-side development with Node.js.

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46
Q

What is Ruby?

A

Known for its use in web development, game development, applications requiring high performance.

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47
Q

What is Swift?

A

The primary language for IOS and macOS development.

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48
Q

What is Kotlin?

A

Officially supported for android development, often used alongside or as a replacement for java.

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49
Q

What is TypeScript?

A

A superset of JavaScript that add static types. often used in large-scale web application.

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50
Q

What is PHP?

A

Widely used for server-side scripting and web development.

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51
Q

What is SQL?

A

Essential for database management and manipulation.

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52
Q

What is Go (Golang)?

A

Known for its efficiency and performance in backend development and cloud services.

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53
Q

What is Rust?

A

Gaining popularity for system -level programming due to its focus on safety and performance.

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54
Q

What is Perl?

A

Used for scripting, web development, and text processing.

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55
Q

What is COBOL?

A

Still used in legacy system. particularly in financial institutions and mainframes.

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56
Q

What is Shell Scripting?

A

Used for automating task and managing system operations.

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57
Q

What is PowerShell?

A

Used for automation and configuration management in windows environments.

58
Q

What are User Requirements?

A

Describes what user expect from system.

59
Q

What are System Requirements?

A

Define the functions, constraints, and qualities of the system.

60
Q

What are Functional Requirements?

A

Define what the system should do.

61
Q

What are Non-Functional Requirements?

A

Specify how the system performs certain functions.

62
Q

INTERVIEWS

A

Structured or unstructured interviews with stakeholders to gather information.

63
Q

SURVEY AND QUESTIONNAIRES

A

collecting data from a large number of users by sending out structured questionnaires.

Example: Distributing surveys to gather feedback on user preferences.

64
Q

WORKSHOPS

A

collaborative sessions where stakeholders and developers discuss requirements in detail.

65
Q

Observation

A

observing users interacting with the current system to identify unmet needs.

66
Q

Creating early mockups or prototypes to gather feedback.

A

PROTOTYPING

67
Q

Once the requirements gathered, they need to be documented clearly and systematically.

A

REQUIREMENT DOCUMENTATION

68
Q

A detailed document that describes all the functional and non-functional requirements of the system.

A

SOFTWARE REQUIREMENTS SPECIFICATION

69
Q

Describe how users will interact with the system.

A

USE CASES

70
Q

Short, simple description of a feature from the perspective of the end-user.

A

USER STORIES

71
Q

Process of creating abstract representations of a system’s structure, data, and process.

A

MODELING TECHNIQUES

72
Q

Diagram is like a pathway that shows how information moves from one place to another.

A

DATA FLOW

73
Q

Symbol represents an action or tasks.

A

PROCESS

74
Q

Something like a group or a person.

A

ENTITY

75
Q

Storage place where information is kept.

A

DATA STORE

76
Q

Represent a table in a relational database, often corresponding to real-world objects or concepts.

A

ENTITY

77
Q

Depict the properties or fields of an entity.

A

ATTRIBUTES

78
Q

Illustrate how entities are related, including one-to-one, one-to-many, and many-to-many relationships.

A

RELATIONSHIPS

79
Q

Identifies a unique attribute or combination of attributes that uniquely identifies each entity instance.

A

PRIMARY KEY

80
Q

Represent a link between entities and enforce referential integrity in the database.

A

FOREIGN KEY

81
Q

When designing a relational database, use ERDs to define tables, their attributes, and relationships between them.

A

DATABASE DESIGN

82
Q

ERDs are essential for modeling and understanding data requirements, ensuring data integrity and organizing database schemas.

A

DATA MODELING

83
Q

ERDs serve as valuable documentation for database administrators and developers, describing the database’s structure and constraints.

A

DATABASE DOCUMENTATION

84
Q

A standardized modeling language used to specify, visualize, and document the components of a software system.

A

UNIFIED MODELING LANGUAGE- a .

85
Q

Represent the structure of a system by showing its classes and relationships.

A

CLASS DIAGRAMs.

86
Q

Show the interaction between system components over time.

A

SEQUENCE DIAGRAM

87
Q

Represent a blueprint for an object, defining its attributes (data members) and methods (functions).

A

CLASS

88
Q

Depicts relationships between classes, including one-to-one, one-to-many, and many-to-many associations.

A

ASSOCIATION

89
Q

Illustrates the inheritance hierarchy, indicating which classes inherit from others.

A

INHERITANCE

90
Q

Represent relationships between whole-part entities, such as a car and its engine.

A

AGGREGATION AND COMPOSITION

91
Q

Show the properties (attributes) and behaviors (methods) of a class.

A

ATTRIBUTES AND OPERATIONS-

92
Q

If you are working on an object-oriented software project and need to represent classes, objects, and their relationships, use a class diagram.

A

DESIGNING OBJECT-ORIENTED SYSTEMS

93
Q

Class diagrams are useful for visualizing the static structure of a software system, including class hierarchies, interfaces, and dependencies.

A

MODELING SOFTWARE ARCHITECTURE

94
Q

Class diagrams are often employed in collaborative design sessions to facilitate discussions among developers, designers, and stakeholders.

A

COLLABORATIVE DESIGN

95
Q

Show the states of an object or system and the transitions between these states based on events.

A

STATE TRANSITION DIAGRAMS

96
Q

Provides foundational guidelines to help developers create robust, maintainable, and scalable software.

A

DESIGN PRINCIPLES AND PATTERNS

97
Q

These principles reduce errors by encouraging clean and modular code.

A

IMPROVED CODE QUALITY

98
Q

Design patterns help create scalable solutions by making the system easy to extend.

A

SCALABILITY

99
Q

Good design practices make code easier to update and debug over time.

A

MAINTAINABILITY

100
Q

Involves breaking down a system into smaller, interchangeable, self-contained modules.

A

MODULAR DESIGN

101
Q

Modules can be reused in different parts of the application or across projects.

A

REUSABILITY

102
Q

Bugs are easier to locate and fix in a modular system.

A

MAINTAINABILITY

103
Q

Modules can be scaled independently to handle increased load.

A

SCALABILITY

104
Q

A class should have only one reason to change, meaning it should focus on a single task or responsibility.

A

SINGLE RESPONSIBILITY PRINCIPLE

105
Q

Software entities should be open for extension but closed for modification.

A

OPEN/CLOSED PRINCIPLES

106
Q

Objects of a superclass should be replaceable with objects of its subclass without altering the correctness of the program.

A

LISKOV SUBSTITUTION PRINCIPLE

107
Q

Clients should not be forced to depend on interfaces they do not use.

A

INTERFACE SEGREGATION PRINCIPLES

108
Q

High-level modules should not depend on low-level modules.

A

DEPENDENCY INVERSION PRINCIPLE

109
Q

Refers to dividing a software system into distinct sections, where each section addresses a specific functionality or concern.

A

SEPARATION OF CONCERNS

110
Q

Each concern can be handled independently.

A

REDUCED COMPLEXITY

111
Q

Provides a way to delegate the instantiation of objects to subclasses.

A

Factory Pattern

112
Q

Ensures a class has only one instance and provides a global access point.

A

Singleton Pattern

113
Q

A one-to-many dependency where an object notifies multiple observers about state changes.

A

Observer Pattern

114
Q

-Refers to a system’s ability to handle increased loads by adding resources.

A

Scalability

115
Q

Each service is independent and can scale individually based on the demand.

A

Microservices Architecture

116
Q

The process of building an early, simplified version of a product to test ideas, gather feedback, and make improvements before full development begins.

A

Prototyping

117
Q

Involves a set of practices designed to ensure that the software meets both functional and non-functional requirements.

A

Quality Assurance

118
Q

Analyzes code without executing it.

A

STATIC ANALYSIS

119
Q

A manual QA process where developers examine each other’s code to ensure it meets quality standards and is free from errors.

A

Code Reviews

120
Q

Code reviews help developers learn from one another and share best practice.

A

KNOWLEDGE SHARING

121
Q

ERROR DETECTION

A

Catching mistakes in logic, security, or performance early in the process.

122
Q

CONSISTENCY

A

Ensures that coding practices and conventions and consistently followed across the team.

123
Q

deal with object creation mechanisms , making object creation easier, more flexible, or more abstract.

A

CREATIONAL DESIGN PATTERNS

124
Q

deal with the interaction between objects and responsibilities.

A

BEHAVIORAL PATTERN

125
Q

by adding more resources (CPU, RAM) to a single server.

A

VERTICALLY

126
Q

by adding more server or nodes to distribute the load.

A

HORIZONTALLY

127
Q

Distribute traffic evenly across multiple servers to ensure no single server is overwhelmed.

A

LOAD BALANCING

128
Q

Stores frequently accessed data in memory , reducing the time taken to retrieve it from the database.

A

CACHING

129
Q

Choosing the right algorithms and data structures can significantly improve performance.

A

EFFICIENT ALGORITHMS

130
Q

early prototypes can identify potential design flaws, helping avoid costly changes later in the development process.

A

RISK REDUCTION

131
Q

Prototypes allow stakeholders and users to provide feedback early, ensuring the final product meets their needs.

A

FEEDBACK LOOP

132
Q

Developers , Designers , and Clients can better understand the intended features and workflows of the product through a visual representation.

A

IMPROVED COMMUNICATION

133
Q

catching problems during prototyping saves time and resources by reducing major rework later in the development lifecycle.

A

COST EFFICIENCY

134
Q

It supports real-time collaboration and its widely used for low and high-fidelity prototypes.

A

FIGMA

135
Q

A design toolkit built to help create wireframes and creating interactive prototypes, allowing designers to simulate user interaction.

A

SKETCH

136
Q

A tool that allows for interactive and collaborative prototyping.

A

INVISION

137
Q

How well the software responds to various loads.

A

PERFORMANCE

138
Q

The probability that software will function without failure under given conditions.

A

REALIBILITY

139
Q

how well the software protects against unauthorized access or attacks.

A

SECURITY

140
Q

Involves running the code and observing its behavior in real-time.

A

DYNAMIC ANALYSIS