System Design Flashcards

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1
Q

Change Management

A

Process of shifting: individuals, teams, and departments etc.

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2
Q

Legacy System

A

Old technology

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3
Q

Business Merger

A

Merging of two companies (mostly to reduce costs)

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4
Q

Problems when installing a new system

A

Language difference, software incompatibility, new system is a failure, cost etc.

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5
Q

Software as a Service (SaaS)

A

A delivery method that allows software and data to be hosted and managed centrally on a remote datacenter

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6
Q

Premise Software

A

Software that is physically installed on a computer unlike SaaS where it is in a cloud (accessed only when needed)

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7
Q

Advantages of SaaS

A

Low cost, few investment in installation and maintenance, compatible with different types of devices, require few IT personnel, and it is safer.

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8
Q

Disadvantages of SaaS

A

Data is lost if the provider goes bankrupt and requires a high bandwidth

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9
Q

Changeover

A

process of putting the new system online and retiring the old one

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10
Q

Parallel Changeover

A

Both systems work in parallel for a short period of time and outputs of both systems can be compared to see which one works properly (extra cost and not time efficient)

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11
Q

Direct Changeover

A

Instant switch between system without any delay and users have to be trained before the switch (preferred when the system is not critical)

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12
Q

Pilot Changeover

A

New system is first introduced in the beginning sectors and the is slowly extended to the remaining sectors while users are trained in the meantime (companies can easily revert if something goes wrong and the first sector that adopts the system is called the pilot system)

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13
Q

Phased Changover

A

One module of the system is converted at a time and each phase is implemented separately

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14
Q

Data Migration

A

Transfer of data between different formats, storage and computer systems

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15
Q

Problems from Data Migration

A

Potential data loss, language barriers, conventions(imperial and metric systems), and misinterpretation of data

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16
Q

Purpose of testing

A

To make sure the program does not fail

17
Q

Functional testing

A

Tests individual commands, text inputs, menu functions etc.

18
Q

Data testing

A

Different range of data is put into the system to see what the is the output (tested with normal values, extreme values, values at the range limit and abnormal data)

19
Q

Alpha testing

A

Done before the product is released and carried out by the developers in a lab envrionment

20
Q

Beta testing

A

Users outside the developing team provide feedback indirectly through remote data collection and performance of the program and provides vital real world information(results in last minute changes)

21
Q

Dry-run testing

A

Conducted with a pen-and-paper method by the programmer and he/she mentally runs the algorithm in the source code

22
Q

Unit testing

A

Individual parts of the program are tested separately

23
Q

Integration testing

A

Entire system is tested all at once to make sure everything is working

24
Q

User Acceptance testing

A

Conducted in user premises in most cases before transferring owvership

25
Q

Debugging

A

A systematic process of finding and correcting the number of bugs in a computer program

26
Q

Validation

A

Evaluating whether if data input follows appropriate specs and is within reasonable limits

27
Q

Verification

A

Ensuring that the data input is the same as the original source data

28
Q

Data Loss

A

Error conditions where data is lost or destroyed due to system failure, storage negligence, or even transmission/processing errors

29
Q

Methods of preventing data loss

A

Regular backup, firewall, offsite storage, hard copies, antivirus, auto-save (online), etc.

30
Q

Failover system

A

Computer system that is on standby and is capable to takeover over the main system if something in the main system were to malfunction (backup com)

31
Q

Peripheral device

A

Any auxiliary device that can communicate and work with a computer

32
Q

Dumb Terminal

A

A dumb and basic computer that is connected to a powerful one

33
Q

Thin Client

A

Relatively low performance terminal which depends on a server

34
Q

Stakeholder

A

People that might have an interest in the realisation of a project or might be affected by a project

35
Q

End-User

A

Person who is going to use the product

36
Q

Accessibility

A

Potential of a service, product, device or environment to serve and meet the needs of as many individuals as possible

37
Q

Usability

A

The potential of a product, application or website to accomplish user goals

38
Q

Ergonomics

A

The design of safe and comfortable products, systems or process specifically for people