1.5 Flashcards

1
Q

Feasibility Study

A

A study leading to a preliminary report to the end user to be advised on:
Technical Practicality, Cost Effectiveness, Time Scale, Budget.

To provide information required to support a decision to proceed

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2
Q

Stages of Program Production

A
  • Feasibility Study
  • Analysis
  • Design
  • Implementation
  • Testing
  • Changeover
  • Maintenance
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3
Q

Abstraction

A

removing layers of complexity to reduce the problem to essential features

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4
Q

Analysis Stage

A

Investigation into a problem and how to solve it

  • identify the main requirements
  • identify IPSO from system
  • describe system using DFD
  • develop ER diagrams
  • identify constrains
  • specify hardware/software required
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5
Q

Decomposition

A

breaking down a problem into smaller sub problems

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6
Q

Interview

A
  • Suitable when requiring lots of info from few staff
  • choose key stakeholders
  • Gather large amount of information.
  • Judgements on validity – Body language
  • Analyst can respond and ask follow-up questions to get detailed responses about key parts
  • Time consuming and expensive
  • Need trained interviewer
  • Difficult to analyse large amount of information
  • Difficult to analyse large variety of information
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7
Q

Questionnaire

A
  • Cheap to produce for large number of people
  • Distributed worldwide
  • Completed online
  • Need to be designed by experts
  • May be ‘too busy’ to complete
  • May provide false answers
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8
Q

Document Inspection

A
  • Find out current data storage requirements
  • Can see data flow and document trail throughout, from start to finish
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9
Q

Observaition

A
  • Shadow emploees
  • Gather information first hand
  • Confirm findingings from other modes of investigation
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10
Q

External Entity DFD

A

Entering Data (2 Boxes)

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11
Q

Process DFD

A

Calculation, sort, filter (rounded box)

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12
Q

Data Store DFD

A

Provides data to/from a process (box with no right line)

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13
Q

Data Flow DFD

A

Must be labelled with data, direction of flow of data (arrow)

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14
Q

Design Stage

A

Design team will create accurate technical documents to instruct the programmers.

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15
Q

Implementation Stage

A

Programmers consider:
- Level of language
- Type of language
- Choice of language

-IDE
- Translation method
- Rules for writing/debugging

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16
Q

Alpha Testing

A

Testing carried out in house by employees to test functionality and takes placebefore beta testing

17
Q

Beta Testing

A

When software close to finished product is released to an audience outside of the company and their comments are recorded

18
Q

Acceptance Testing

A

Testing performed by the customer in their own environment

19
Q

Direct Change Over

A
  • Sudden change to a new system
  • Simple but dangerous
  • Used if there is no old system or is it broken/unusable
  • All new systems liable to have bugs
20
Q

Phased Changeover

A
  • System is replaced feture by feature
  • Projects are often split into modules
  • Replacing modules of old system with new system
  • User can get used to new system gradually
  • Training done in stages
  • Difficulties managed in one area can be in the next area
  • Slower to get new system started
21
Q

Pilot Changeover

A
  • Whole system is replaced departmetn by department
  • Large organisations tend to have more than one site
  • Tested on a limited number of sites
  • Whole system can be fully trialled
  • Only part of the system is affected by failure
  • Pilot staff can help train other staff
  • Difficulties identified by one department can be fixed
  • Slow
  • No backup if failure
22
Q

Parallel Changeover

A
  • Both systems running together for a time
  • Every action is duplicated on each system
  • Safe, not catastrophic
  • New system available to all
  • IO can be compared
  • Expensive as needs staff to operate both systems
  • Confusion having 2 systems
23
Q

Perfective Maintenance

A

When system functionality is improved/ enhanced

EG search time reduced

24
Q

Adaptive Maintenance

A

When the system is changed to run on new hardware or software platform

EG switch from windows to linux

25
Q

Corrective Maintenance

A

Fixing bugs in the system that were not detected during development or system testing

26
Q

Maintenancde Documentation

A
  • Written by the original programmer using technical language
  • Updated continuously throughout development
  • Used to assist with maintenance or to recreate the system
27
Q

Contents of a Maintenance Document

A
  • Algorithms
  • Annotated Listings
  • Variable List
  • Data Dictionary
  • Class Diagram
  • List of Subroutines
  • Entity Relationship Diagrams
28
Q

User Documentation

A
  • Created after the new system has been developed
  • In simple language for non experts
  • Assists in learning the features of the software
  • Detailed instructions
  • Installation guide
29
Q

Generation File Backup System

A
  • Storing 3 of the most recent versions of master file
  • Useful of one version is corrupeted
  • Data should be stored off site in case of a disaster
30
Q

Incremental Backup

A
  • Only backs up data that has changed and writed over older backups
  • Useful as it saves storage space and is faster than full back up
  • Only allows the user to restore the most recent backup
31
Q

Recovery Routines of a Backup

A
  • Remove threat
  • Increase security
  • Buy new hardware
  • Staff should be trained to restore data
32
Q

Waterfall Project Methodology

A

Sequential design process where various developers draft up all of the requirements for a system up front

33
Q

Waterfall Advantages

A
  • Client knows what to expect: time frame, size, cost, function
  • Client input is only required during analysis and at times, design
  • If employees leave/join, documentation allows for new staff to be up to speed quickly
34
Q

Waterfall Disadvantages

A
  • Once a stage is complete you cant go back
  • If inital requirements are inaccurate or incorrect, project is guaranteed to fail due to rigidness
  • Project is only tested once it is complete. If bugs are made early on, large amount of code will be affected
  • If clients needs change, the project will take longer than expected
35
Q

Agile Project Methodology

A
  • Product is built in a series of iterations known as sprints
  • Short, time boxed periods when a team has focused goals to complete a set amount of work
  • Each sprint should be a bite sized piece of focused work 1-4 weeks
36
Q

Agile Advantages

A
  • Changes can be made after the inital planning phase, as the client makes changes
  • Changes can be made after each phase of development, analysis can be revisited
  • Analysis informs the design and the design informs further analysis to be undertaken
  • Testing is done as the project is developed, ensuring that bugs are found earlier
  • Smaller team can work on the product as removing the upper layers of project managers
  • There can be a closer relationship betweeen the customer and developer
  • Most suitable when the end goal is not clearly defined
  • Sprints of work are done and priorities of the project are discussed
  • Simple product is released to the customer and they are able to use it and provide feedback
37
Q

Agile Disadvantages

A
  • hard to employ new people into a team when there is less of a clearly defined structural process
  • difficult to predict when the porject will be complete or how much it will cost
  • End user will have to put alot of time aside to be involved with development team
38
Q
A