Software Engineering Final Study Guide

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78 Terms

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Software

Computer programs + documentation; may be for a specific customer or general market.
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Quality attributes

Functionality, performance, maintainability, dependability, usability. Examples: safety, security, privacy, performance, interoperability.

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Software engineering

Discipline covering all aspects of production from specification through maintenance.
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Fundamental activities

Requirements specification, development, validation, evolution; also design, planning, team management.
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Cost allocation

Maintenance > development; ~60% development, ~40% testing; evolution often exceeds development for custom software.
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Iron Triangle

Scope, schedule, resources — balance is key to success.
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Software process

Structured set of activities to develop a system.
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Four process activities

Requirements, Design & Implementation, Validation, Evolution.
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Waterfall

Sequential completion of activities.
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Waterfall Pros

Stable requirements, coordinates multi-site projects, suited for safety-critical with heavy documentation.
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Waterfall Cons

Rarely followed sequentially, requirements hard to state upfront, late visibility, blocking states.
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Incremental model

Pros - Lower cost of change, frequent feedback, usable software even if cut short.

Cons - Low visibility without docs, structure deteriorates with added increments.

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Agile

Iterative + incremental, flexible, collaborative, customer-focused; each iteration is a mini-waterfall.
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Design activities

Architectural, Database, Interface, Component selection/design.
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Artifacts

- Architecture → overall structure.

- Database → data structures & representation.

- Interface → defined component interfaces.

- Component → reusable components identified.

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Verification vs Validation

“Are we building the product right?” vs “Are we building the right product?”
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Testing stages

Unit → Integration → System → Customer Acceptance.
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Unit testing

Independent testing of components (methods/classes).
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Integration testing

Whole system, emergent properties.
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Customer acceptance testing

Customer checks product meets needs.
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Prototyping benefits

Spike solutions for difficult design problems, encourages refactoring.
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Requirements

Specification of what should be implemented; system behavior, properties, constraints.
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Business requirements (BR)

Needs leading to projects; lives in Vision & Scope.
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User requirements (UR)

Goals/tasks users must perform; product attributes for satisfaction.
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Functional requirements (FR)

Observable behaviors; originate from UR, business rules, quality attributes; often use cases or EARS.
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Quality attributes (NFRs)

How well the system does something.
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External interface requirements (EIR)

Connections to users, hardware, other systems.
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Constraints

Restrictions on design/implementation.
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Data requirements (DR)

Essential subject matter, business objects, entities, classes.
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Business rules (BRu)

Policies, regulations, standards; not requirements but generate them.
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Solution ideas

User suggestions that must be probed to uncover real requirements.
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Stakeholder

Anyone with vested interest in SuD.
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5 NFR examples

Performance, Availability, Security, Scalability, Maintainability.
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Broker pattern

Solves communication/service discovery in distributed systems; supports scalability/resilience.

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Metrics for NFRs

Response time, throughput, uptime %, vulnerabilities, defect fix time, scalability measures.
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Use Case Definition

Text description of system behavior responding to a stakeholder (primary actor) request.
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Anatomy

Actor, stakeholder, primary actor, SuD, scope, preconditions, guarantees/postconditions, MSS, extensions.
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Trigger

Event that starts the UC.
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Preconditions

Must be true before UC runs.
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Postconditions

Must be true after UC runs.
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MSS

Normal flow when nothing goes wrong.
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Extensions

Alternate flows, mini use cases.
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Right level tests

Boss test, EBP test, Size test.
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Writing process

Scope → actors → goals → expand UC → stakeholders, preconditions, guarantees → MSS → extensions → refactor.
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Scenario action types

Interaction, validation, internal change.
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Style

“Who has the ball,” bird’s-eye view, move process forward.
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Wording

Prefer “validate” over “check.”
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Extensions checklist

Alt success, errors, failures, performance issues.
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Use cases vs requirements

UC = user interaction steps; FR = system must-do behaviors.
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Use cases vs user stories

UC defines interactive steps; user story is high-level goal.
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Not a use case

GUI actions like “Click submit button.”
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Agile manifesto

- Individuals & interactions > processes & tools

- Working software > documentation

- Customer collaboration > contract negotiation

- Responding to change > following a plan

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Agile methodologies

XP, Scrum, Lean, Kanban.
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XP principles

Planning Game, Small Releases, Metaphor, Simple Design, Testing, Refactoring, Pair Programming, Collective Ownership, Continuous Integration, 40-hour week, On-site Customer, Coding Standards.
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Definition of Done

Feature is coded, tested, documented, accepted.
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Sprint

Timeboxed iteration delivering increment from backlog.
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User story

Cards, conversation, confirmation; contributes value regardless of order.
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Product backlog

List of product requirements.
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Sprint backlog

Tasks for current sprint.
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Daily standup

Yesterday/today/blockers.
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Sprint review

Demo for feedback.
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Sprint retrospective

Inspect process, identify improvements.
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Scrum Master

Facilitates Scrum, ensures practices, assists PO/dev team, facilitates events.
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Product Owner

Single source for requirements/priorities, defines requirements clearly.
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Kanban board

Visual workflow tool with columns/cards.
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Agile principles (12)

Customer satisfaction, adaptability, frequent delivery, collaboration, motivated individuals, face-to-face communication, working software as progress measure, sustainable pace, technical excellence, simplicity, emergent design, reflection/tuning.
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Release plan

Plans iterations, groups use cases for release (bucket planning).
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Iteration plan

Maps developer tasks for iteration, created at start.
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Daily planning (stand-up)

Accomplishments, next tasks, blockers.
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SMART task check

Specific, Measurable, Achievable, Relevant, Time-boxed.
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Story points

Relative effort measure, not time.
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Velocity

Story points completed per iteration; past velocity informs future planning.
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Task dependencies

SS - Task B depends on Task A starting.

SF - Task A must start before Task B can finish.

FS - Task A must finish before Task B starts.

FF -

Task A must finish before Task B can finish.

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Critical path

Longest duration path; minimum time to complete project; schedule priority.
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Risk planning

Prepare to avoid negative repercussions.

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Group Anti-Patterns

Analysis paralysis, cart before horse, groupthink, silos, vendor lock-in, over-engineering, gold plating, viewgraph engineering, fire drill/heroics, death march.
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Individual Anti-Patterns

Micromanagement, seagull management, email reliance, loose cannons, intellectual violence.

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Impact vs Likelihood matrix

2D grid ranking risks by severity and probability.