Unit 10 Flashcards

1
Q

What is a software component?

A

A software component is a unit of software structured according to the following principles:

  1. A component encapsulates data and operations
  2. A component is fully documented and thoroughly tested
  3. A component’s specification clearly separates the component’s interface from its implementation
  4. A component’s specification may include non-functional characteristics
  5. A component is known to client components only through its interface

(b3, p58)

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2
Q

What is the difference between a provided interface and a required interface?

A

A provided interface is a description of a set of operations a component makes available to other components.

A required interface is a description of a set of operations a component needs from other components.

(b3, p59)

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3
Q

Draw a graphical stereotype and a textual stereotype.

A

(b3, p60)

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4
Q

How are interfaces represented in UML?

A

(b3, p60)

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5
Q

What is a service?

A

A service is an abstract description of some unit of business functionality, usually described in terms that are meaningful from both a business and a technical perspective.

(b3, p66)

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6
Q

What are the 4 main similarities between services and components?

A
  1. Well defined interfaces
  2. Loosely coupled
  3. Can be composed
  4. Reusable

(b3, p66-67)

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7
Q

What are the 6 main differences between services and components?

A
  1. Components tend to depend on proprietary technologies, whereas services use standard communication protocols
  2. Services are discoverable - they can be found by accessing a repository
  3. Components run on computers controlled by the organisation using them, whereas a service resides on a provider server
  4. Services should be autonomous and independent of other services, so do not have a ‘requires’ interface
  5. Services can be stateless, meaning they do not retain any memory of previous requests
  6. Clients can often use a service without needing to know its physical location - a service can be moved to a different computer without clients being affected

(b3, p67)

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8
Q

S SEAR R

What are the 6 components of a quality attribute scenario?

A
  1. Source
  2. Stimulus
  3. Artefact
  4. Environment
  5. Response
  6. Response measure

(b3, p71-72)

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9
Q

What are the types of value for performance scenario parts?

(I.e. types of value for source, stimulus, artefact, environment, response, response measure)

A

Source:

  1. internal
  2. external

Stimulus:

  1. periodic events
  2. sporadic events
  3. bursty events
  4. stochastic events

Artefact:

  1. system

Environment:

  1. normal
  2. overload

Response:

  1. process stimuli
  2. change level of service

Response measure:

  1. latency
  2. deadline
  3. throughput
  4. jitter
  5. miss rate
  6. data loss

(b3, p72)

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10
Q

What are the 4 types of stimulus events in performance scenarios?

A
  1. Periodic - at regular intervals
  2. Sporadic - infrequent and isolated
  3. Bursty - sudden and unpredictable clusters overlaying normally low background activity
  4. Stochastic - occurring randomly but according to a well-defined probability distribution (e.g. heads on a coin flip)

(b3, p72-73)

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11
Q

What are the 6 types of response measures in performance scenarios?

A
  1. Latency - time taken to process a stimulus
  2. Deadline -
  3. Throughput - number of events dealt with in a given time
  4. Jitter - amount of variation in latency
  5. Miss rate - proportion of events that are not responded to
  6. Data loss - how much data is lost because the system fails to record it

(b3, p73)

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12
Q

What are the types of value for usability scenario parts?

(I.e. types of value for source, stimulus, artefact, environment, response, response measure)

A

Source:

  1. end users

Stimulus:

  1. user wants to learn system features
  2. user wants to use system efficiently
  3. user wants to minimise impact of errors
  4. user wants to feel comfortable

Artefact:

  1. system

Environment:

  1. setting preferences
  2. using system

Response:

  1. supporting learning
  2. supporting efficient use
  3. minimising impact of errors
  4. allowing adaptation
  5. making user comfortable

Response measure:

  1. task time
  2. number of errors
  3. number of problems solved
  4. user satisfaction
  5. success rate
  6. time taken or data lost

(b3, p76)

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13
Q

What are the 3 design tactics for meeting performance requirements?

A
  1. Manage demand
  2. Manage system capacity
  3. Match resource to demand

(b3, p78-79)

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14
Q

What are the 4 design tactics for meeting flexibility requirements?

A
  1. Minimise coupling
  2. Maximise cohesion
  3. Keep modules small
  4. Bind as late as possible

(b3, p81-83)

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