Week 2 Flashcards

1
Q

Methodology

A

Includes techniques to tie together tools and models in design

Allows the break-down into smaller manageable steps

Identifies and defines everything that needs to be done

Identifies resources needed in each step (staff, roles, availability)

Identifies who will do each activity

Provides a basis for project planning

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2
Q

Project Planning

A

Project phases and activities

Deliverables

Milestones

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3
Q

Models

A

Used to represent, record, or communicate information

Represent different aspects of real world

Requires abstraction (not detailed)

Models are graphical

Models in information system -> input, output, processes, users, data, objects, interactions, locations

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4
Q

Techniques

A

Set of guidelines to assist an analyst with completing tasks and activities

Step by step instructions to build models

how to gather information from users

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5
Q

Tools

A

Software support to create models

artefacts used to aid the designer in modelling and carrying out their techniques

visual modelling applications
word processor

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6
Q

Predictive Approach

A

Requirements and needs are well defined/ understood

Careful planning

Projects with heavy regulation (banking)

Low technical risk

Requires lots of testing

i.e. Waterfall model

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7
Q

Adaptive

A

Requirements and needs are uncertain and may be defined after initial development

Adjustments made according to change

High technical risk

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8
Q

Waterfall model

A
System requirement
Software requirement
Analysis
Design
Coding
Testing
Operation
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9
Q

Characteristics of waterfall model

A

Most popular

Sequential

Each step is frozen before moving on to the next step

Clear requirements

Easier to implement

Less resources

It does not support changes

Testing done after coding is fully completed

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10
Q

Project Initiation + Planning

A

A preliminary investigation of the problems, opportunities, constraints and available resources

(cost+benefit)

Define scope (key stakeholders)

Key deliverable (feasibility report)

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11
Q

Analysis

A

Understand the problems and opportunities

Agree on acceptance criteria (signoff on the system specification)

Assess feasibility again

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12
Q

Design

A

Generate number of design options, technical, scheduling, economic, operational constraints

Acquire hardware and software (but nowadays prefers vendor or cloud)

Design interfaces, databases, network requirements

Specify integration requirements and software requirements (programs)

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13
Q

Implementation, Testing & Deployment

A

Build/modify databases and networks as required

Complete coding

Perform various testing

Prepare users for new system (documentation, acceptance testing, training)

Finalise system and technical documentation

Install and deploy the system

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14
Q

Alpha testing

A

testing to identify performance issues and bugs

conducted by testers

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15
Q

Beta Testing

A

testing by limited amount of real users

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16
Q

Performance Testing

A

process used for testing the speed, response time, stability, reliability, scalability and resource usage of a software application under particular workload.

17
Q

Unit Testing

A

individual units or components of a software are tested. The purpose is to validate that each unit of the software code performs as expected.

18
Q

Integration Testing

A

where software modules are integrated logically and tested as a group. A typical software project consists of multiple software modules, coded by different programmers.

19
Q

Usability testing

A

user experience, ease of use of the system

20
Q

Support Phase

A

Hypercare support phase right after deployment

It includes activities to upgrade or maintain the system after it is installed

21
Q

Staging environment

A

Environment that replicates production environment

22
Q

Testing environment

A

Testing environment , tests individual units

23
Q

Adaptive SDLC Approaches

A

Iterative (able to change)

Project can be refined by adjusting plans and models as project progresses

Conduct post -mortem (for learning)

24
Q

Agile

A

Guidelines for information system development in an uncertain and rapidly changing environment

25
Q

Agile manifesto

A

Focuses on individuals vs process

working software vs documentation

Collaboration vs negotiation

Responding to change vs following a plan

26
Q

study scrum flashcards

A

study scrum flashcards

27
Q

eXtreme Programming (XP)

A

Focusses on best practices of software development

Communication -> open communication

Simplicity -> simplest method that it will work

Feedback -> constant and meaningful feedback

Courage -> to do the right thing i.e. throw away bad code

Respect -> team members should respect each other

28
Q

Rules of eXtreme Programming: User stories

A

Use cases but written by customers about what the system needs to do for them

29
Q

Rules of eXtreme Programming: CRC Cards

A

Class, responsibilities and collaboration

30
Q

Rules of eXtreme Programming: Spike

A

Simplest possible program to address only the problem at hand

31
Q

Rules of eXtreme Programming : System metaphor

A

Using terms understood by both developers and customers

32
Q

Rules of eXtreme Programming: Pair programming

A

Code created by two people sharing one computer, to increase software quality

33
Q

Rules of eXtreme Programming: Refactoring

A

Removing redundancy and unused functionality, complexity

34
Q

Rules of eXtreme Programming: Others

A

Test-driven development
Continuous integration
Customer involvement