Untitled Deck Flashcards

1
Q

Agile

A

Iterative approach to software development.

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2
Q

Minimum Viable Product

A

Basic version meeting essential customer needs.

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3
Q

Milestone Build

A

Significant stage marking software development progress.

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4
Q

Velocity

A

Days of work divided by total work.

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5
Q

Burn Down Chart

A

Visual representation of work left over time.

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6
Q

User Stories

A

Descriptions of software functionality from user perspective.

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7
Q

Task

A

Small piece of functionality for development.

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8
Q

Stand-up Meetings

A

Daily briefings to track progress and issues.

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9
Q

Unplanned Tasks

A

Tasks added outside the original plan.

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10
Q

Use Case

A

Detailed description of software functionality.

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11
Q

Epic

A

Large user flow encompassing multiple features.

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12
Q

Product Backlog

A

Prioritized list of user stories and tasks.

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13
Q

Issue Boards

A

Visual representation of task progress through phases.

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14
Q

SWEBOK

A

Software engineering body of knowledge.

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15
Q

Software Design

A

Application of principles to define software systems.

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16
Q

Architectural Design

A

Framework for hardware and software component interfaces.

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17
Q

Detailed Design

A

Complete design ready for implementation.

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18
Q

UML

A

Unified modeling language for system design.

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19
Q

Associations

A

Relationships between classes in object-oriented design.

20
Q

Aggregation

A

Class A contains Class B without ownership.

21
Q

Composition

A

Class C owns Class D

22
Q

Inheritance

A

Class E derives properties from Class F.

23
Q

Sequence Diagrams

A

Visualizes object communication during a use-case.

24
Q

Statechart Diagrams

A

Represents object states and transitions.

25
Design Patterns
Reusable solutions to common design problems.
26
Facade Pattern
Simplified interface to complex systems.
27
Observer Pattern
One-to-many dependency for state change notifications.
28
Builder Pattern
Constructs complex objects without exposing logic.
29
Singleton Pattern
Ensures a class has one instance globally.
30
Iterator Pattern
Access elements without exposing underlying structure.
31
Single Responsibility Principle
Each object should have one reason to change.
32
Cohesion
Class represents a single concept effectively.
33
Test Driven Development
Writing tests before implementing code.
34
TDD Cycle
Red
35
Red Phase
Write a failing test to start development.
36
Green Phase
Implement code to pass the test.
37
Refactor Phase
Clean up code after passing tests.
38
Low Coupling
Classes are independent of each other.
39
High Cohesion
Classes are focused on a single task.
40
Database Logic Separation
Keeps database and logic in distinct classes.
41
Burn Out
Fatigue from overscheduling affects productivity.
42
Epic in GitLab
Title card with child issues for larger flows.
43
Task Estimates
Estimates for individual tasks within user stories.
44
Flow of Events
Sequence of actions in a use case.
45
Entry Conditions
Preconditions for a use case to start.
46
Exit Conditions
Postconditions after a use case completes.
47
Special Requirements
Unique constraints or needs for a use case.