Key Terms - Part 1 Flashcards

1
Q

Abstract Class

A

A class that describes a category or set of objects, but never includes individual objects or instances. It exists so subclasses can inherit from it.

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2
Q

Activity Diagrams

A

A UML diagram that describes user (or system) activities, the person who does each activity, and the sequential flow of these activities.

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3
Q

Predictive Approach to the SDLC

A

An approach that assumes the project can be planned in advance, and that the new information system can be developed according to that plan.

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4
Q

Adaptive Approach to the SDLC

A

An approach that assumes that the project must be more flexible and adapt to changing needs as the project progresses.

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5
Q

Alpha Version

A

A test version that is incomplete, but ready for some level of rigorous integration or usability testing.

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6
Q

Beta Version

A

A test version that is stable enough to be tested by end users over an extended period of time.

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7
Q

Client-Server Architecture

A

A computer network configuration with users’ computers and a central computer that provide common services.

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8
Q

Component Diagram

A

A UML implementation diagram that shows the overall system architecture and the logical components within it. It identifies the logical, reusable, and transportable system components that define the system architecture.

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9
Q

Communication Diagram

A

A UML interaction diagram that emphasizes the objects that send and receive messages for a specific use case.

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10
Q

Data Access Class

A

A class that is used to retrieve data from and send data to a database. It is used to implement the bridge between data stored in program objects, and the data existing in the relational database.

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11
Q

Database Normalization

A

A formal technique for evaluating and improving the quality of a relational database schema. It determines whether a database is flexible, and whether it contains “wrong” kinds of redundancy.

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12
Q

Database Management System (DBMS)

A

A system software component that manages and controls one or more databases.

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13
Q

Deployment

A

The final phase of the SDLC, in which the solution, either a system or a subsystem, is put into operation.

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14
Q

Design Pattern

A

Standard design techniques and templates that are widely recognized as good practice. They were identified by the Gang of Four (GoF) and are used in object-oriented programming.

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15
Q

Dialog Metaphor

A

A metaphor for human-computer interaction, in which user and computer accomplish a task by engaging in a conversation or dialog via text voice, or tools such as labeled buttons.

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16
Q

Digital Signature

A

A technique in which a document is encrypted by using a private key to verify who wrote the document.

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17
Q

Encryption

A

The process of altering data so unauthorized users can’t view them.

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18
Q

Decryption

A

The process of converting encrypted data back to their original state.

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19
Q

End Users

A

Individuals or groups of individuals who use an information system to accomplish specific tasks or goals. They interact directly with the system and use it to carry out their work or activities.

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20
Q

Event

A

Something that occurs at a specific time and place, can be precisely identified, and must be remembered by the system.

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21
Q

Human-Computer Interaction (HCI)

A

The field of study that focuses on optimizing how users and computers interact by designing interactive computer interfaces that satisfy users’ needs.

22
Q

Integrity Control

A

A control that rejects invalid data inputs, prevents unauthorized data outputs, and protects data and programs against accidental or malicious tampering.

23
Q

Object

A

A “thing” in an information system that responds to messages by executing functions or methods.

24
Q

Object-Oriented Design (OOD)

A

Process by which a set of detailed object-oriented design models are built and then used by the programmers to write and test the new system.

25
Q

Model

A

Representation of some aspect of a system.

26
Q

Pair Programming

A

Extreme Programming (XP) practice in which two programmers work together on designing, coding, and testing software.

27
Q

Perfect Technology Assumption

A

The assumption that a system runs under perfect operating and technological conditions.

28
Q

Project

A

A planned undertaking that has a beginning and an end, that produces some definite result.

29
Q

Relational Database

A

A database that stores information in tables or relations, with rows representing unique records and columns representing data elements.

30
Q

Requirements

A

In a system, the activities that the system must perform or support, and the constraints that the system must meet.

31
Q

Requirements Determination

A

The process of identifying, analyzing, and documenting the needs and constraints of stakeholders for a new or improved system.

32
Q

Scrum

A

An adaptive software development methodology of which the objective is to be quick, agile, intense, and go the entire distance.

33
Q

Systems Development Life Cycle (SDLC)

A

The entire process consisting of all activities required to build, launch, and maintain an information system.

34
Q

Security Controls

A

The controls that protect the assets of an organization from all threats, with a primary focus on external threats.

35
Q

Stakeholders

A

Individuals who have an interest in the successful implementation of the system.

36
Q

System

A

An information system is a set of interrelated computer components that collects, processes, stores, and provides as output the information needed to complete business tasks.

37
Q

System Interface

A

Input or output that requires minimal human interaction.

38
Q

System Vision Document

A

A document to help define the scope of a new system.

39
Q

System Development Methodology

A

A set of comprehensive guidelines for the SDLC that includes specific models, tools, and techniques.

40
Q

Top-Down Development

A

A development order that implements top-level modules first.

41
Q

Botton-Up Development

A

A development that implements low-level detailed modules first.

42
Q

Three-Layer Architecture

A

A client-server architecture that divides an application into a view layer, a business logic layer, and a data layer.

43
Q

Unified Modeling Language (UML)

A

Standard set of model constructs and notations defined by the Object Management Group.

44
Q

Unified Process (UP)

A

Object-oriented system development methodology that uses UML for system models and describes a new, adaptive SDLC.

45
Q

Unit Testing

A

Test of an individual method, class, or component before it is integrated with other software.

46
Q

Usability Test

A

A test to determine whether a method, class, subsystem, or system meets user requirements.

47
Q

Use Case

A

An activity that the system performs, usually in response to a request by a user.

48
Q

Use Case Realization

A

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

49
Q

User Goal Technique

A

A technique to identify use cases by determining what specific goals or objectives must be completed by a user.

50
Q

User Interface

A

System interfaces (inputs and outputs) that more directly involve a system user.