Software eng review

sgtappolz's version from 2017-05-04 17:09

Section 1

Question Answer
25 Extreme programming Best practicesExtreme programming Best practices//continuous software improvement//customer participation in development team
24 principles of agile software development?customer involvement//incremental delivery//people not process//embrace change//maintain simplicity
23 phases of SCRUM1 outline planning phase//2 series of sprint cycles//3 project closure wraps up the project
22 extreme programming descriptionbest known, most widely used agile method//new versions may be built several times per day//increments are delivered to customers every 2 weeks//all tests must run for every build successfully or its not accepted
20 pair programmingdevelopers work in pairs
19 Problems with client/server architecture?susceptible to ddos attacks//performance unpredictable beacause it depends on network and system//management problems may arise if servers are owned by different organizations
18.1 facade patterncreate object without exposing the creation logic to the client(family of objects needs to be created)
17 Refactoring.programming team looks for possible software improvements and makes these improvements even where there is no immediate need for them//e.g. removing duplicate code
13) Parts of a class diagram:class name on top//class attributes in middle//operations list on bottom
8) When Agile Software Development is usually used: small to medium sized product for sale//custom system development within an organization
7) <extends>additional steps basically
6) <includes>.normal progression, like navigation through a menu
5.1 ) functional diagram/reqsservices the system should provide, how the system should react to particular inputs, and how the system should behave to certain situations
5.2) non-functional diagram/reqsconstraints on the services or functions offered by the system such as timing constraints
4 class vs object?an object is an instantiation of a class
1) What is Software Engineering?an engineering discipline that is concerned with all aspects of software production
18.2 bridge patternBridge is used when we need to decouple an abstraction from its implementation so that the two can vary independently.
18.3 factory patterncreate object without exposing the creation logic to the client(family of objects needs to be created)
18.4 model view controller patternmodel has data, view is what user sees basically, controller controls data flow, updates info, etc

Section 2