Intro (Lecture 1) Flashcards

1
Q

Was ist eine Abstraktion (+ Beispiele)

A

Ermöglicht das Information Hiding Prinzip
OS -> Systemcalls
ISA -> Assembly

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2
Q

Was sind die Vorteile von Abstraktion

A
  • bricht Probleme in kleinere unabhängige
  • Kommunikation
  • Dokumentation
  • Arbeitsverteilung
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3
Q

UML

A

Unified Modeling Language

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4
Q

Software development lifecycle

A

conception —-> childhood —-> adulthood > Retirement
pre-dev development post dev

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5
Q

How to manage developments

A

Defined process
- fully planned
- strict rules
–> wie in Fabrik

Empircial process
- always changes
- adapting to changes & circumstances
–> sailung

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6
Q

Wasserfall-modell

A

Requirements -> Analysis -> System design -> Implementation -> Testing -> deployment

(usually not used in practice)

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7
Q

Scrum & Main Principles

A

iterative (wiederholung) & incremental (step- by- step) approach for software development

Transperency -> process & work must be visible
Inspection -> frequent inspections
Adaption -> the process must be able to adapt

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8
Q

Scrum artifacts

A

Product backlog
-> list of requirements for the whole product

Sprint backlog
-> list of requirements for each iteration (sprint)

Potentionally shippable Product increment

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9
Q

Scrum Team

A

Product Owner -> responsible for the results
Scrum master -> responsible for dev
Deployment team

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10
Q

Types of Programming

A

tactical Programming
- working code ist better than good design
-> for new features or bug fix
–> short sighted design -> bad

strategic Programming
- longterm mindset
- simple and clean interfaces
- writing goood documetation

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