Object-Oriented System Analysis and Design

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Description and Tags

Vocabulary practice flashcards covering systems analysis, the SDLC, the Unified Process, and the core building blocks and pillars of object-oriented systems.

51 Terms

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System

A set of related components that work together to produce specific results.

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Everyday System

A system that is useful to an organisation, but operations can temporarily cope if it stops running (for example, a room-booking application for meeting rooms).

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Mission-Critical System

A system vital to daily operations where business operations halt completely if it stops (such as a bank's ATM network or a hospital's patient record system).

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Data

Basic raw facts that serve as the input or raw material for a system, such as an employee ID, 4040 hours worked, and an hourly pay rate of RM18.00\text{RM}18.00.

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Information

Data that has been processed and transformed into meaningful, actionable output (for example, calculating weekly pay of RM720.00\text{RM}720.00 ready for an employee payslip).

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Hardware (Information Systems)

The physical layer of an information system, including servers, workstations, PCs, and telecommunication networks.

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Software (Information Systems)

The programs, applications, and tools that process data within an information system, such as a payroll application.

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Processes (Information Systems)

The tasks, operational workflows, and procedures performed by users and IT personnel to achieve specific business results (such as a monthly pay run and approval).

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Systems Analysis

A formal, problem-solving inquiry that breaks an existing system into parts to understand it, defining what the system must do and producing a requirements document.

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Systems Design

A planned, systematic approach that plans how the system will meet defined requirements, producing architectural models and technical design specifications.

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Systems Development Life Cycle (SDLC)

A classic software engineering framework structured into 55 phases: Planning, Analysis, Design, Implementation, and Support.

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Waterfall Model

A classic SDLC approach where each phase finishes completely before the next starts; it is simple to manage but slow to react when user requirements change.

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Unified Process (UP)

An iterative object-oriented systems development methodology that organizes iterations across four distinct phases: Inception, Elaboration, Construction, and Transition.

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Inception Phase

The initial Unified Process phase addressing whether the system is worth building, focusing on problem definition, business case, project scope, and feasibility.

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Lifecycle Objectives Milestone

The go/no-go milestone ending the Inception phase, where stakeholders agree on project scope, initial risk lists, and cost/time estimates.

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Elaboration Phase

The second Unified Process phase answering 'Can we build it, and how?', which models requirements, mitigates top architectural risks, and specifies class and sequence diagrams.

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Lifecycle Architecture Milestone

The milestone concluding the Elaboration phase that establishes an executable, tested architectural baseline and refined construction plan.

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Construction Phase

The third Unified Process phase focusing on building, coding, testing, and integrating the remaining system features across successive iterations.

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Initial Operational Capability Milestone

The milestone ending the Construction phase indicating that a fully functional system with user documentation is ready for beta testing.

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Transition Phase

The final Unified Process phase dedicated to user acceptance, data migration, beta defect resolution, training, and deployment.

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Product Release Milestone

The concluding milestone of the Transition phase where users accept the finalized system for operational production use.

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Functional View (UML)

A system modeling view represented by Use Case diagrams that describes what external actors can accomplish using the system.

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Structural View (UML)

A system modeling view represented by Class diagrams that depicts static entities within the system and their relationships.

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Behavioural View (UML)

A dynamic system modeling view represented by Sequence and Activity diagrams that illustrates how objects interact and exchange messages over time.

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Systems Analyst

A core project team role that bridges business stakeholders and software developers by eliciting needs, modeling processes, and defining technical requirements.

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Procedural Programming

A development paradigm where programs are organized as sequential lists of functions acting on shared, separately stored data, where modifying data can break multiple functions.

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Object-Oriented Programming (OOP)

A development paradigm where programs are designed as collections of self-contained objects bundling data with the specific behaviours that manipulate that data.

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Object

A runtime entity in an object-oriented system possessing an internal state, defined behaviours, and a unique identity.

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State (Object-Oriented)

The condition of an object at a given time, defined by the specific values held in its attributes (for example, batteryLevel=82\text{batteryLevel} = 82).

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Behaviour (Object-Oriented)

The actions, services, or operations an object is capable of performing, defined by its methods (for example, countSteps()\text{countSteps()}).

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Identity (Object-Oriented)

The intrinsic characteristic ensuring each object is unique and distinguishable from all other objects, even when attribute values are identical (watchA≠watchB\text{watchA} \neq \text{watchB}).

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Noun Analysis

A requirements analysis technique where nouns in a problem statement are identified and filtered to determine candidate system classes and objects.

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Class

A blueprint, template, or mould (analogous to an acuan kuih) that defines the common attributes and methods shared by its instantiated objects.

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Attribute

A variable or data item that stores an object's state, displayed in the middle compartment of a standard UML class box.

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Method

A function or service that an object performs, displayed in the bottom compartment of a standard UML class box.

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Constructor

A dedicated method executed when a new object is created to allocate memory and initialize its starting attribute values.

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Accessor (Getter)

A method designed to retrieve and return an attribute's value without altering the internal state of the object (e.g., getTitle()\text{getTitle()}).

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Mutator (Setter)

A method designed to modify or update an attribute's value, typically enforcing validation logic (e.g., setTitle("Run")\text{setTitle("Run")}).

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Query Method

A method that evaluates an internal condition of an object and returns a boolean value of true or false (e.g., isEmpty()\text{isEmpty()} or isOnProbation()\text{isOnProbation()}).

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Public Visibility ($$+$)

A UML access modifier denoting that a class member (attribute or method) is accessible from any external class.

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Private Visibility (āˆ’-)

A UML access modifier denoting that a class member can only be accessed or modified within the declaring class itself.

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Protected Visibility (#\#)

A UML access modifier denoting that a class member is accessible exclusively within the declaring class and its derived subclasses.

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Message Passing

The communication mechanism in OO systems where a sender object triggers an action by invoking a method on a receiver object with arguments, receiving an optional return value.

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Encapsulation

The OO pillar combining data and related methods into a single class while restricting direct external access to state using private attributes and public interfaces.

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Abstraction

The OO pillar of exposing only essential, high-level features while hiding complex internal mechanics, allowing users to know WHAT an object does rather than HOW.

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Inheritance

The OO pillar where a child class (subclass) acquires attributes and methods from an existing parent class (superclass) while adding specialized capabilities.

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Superclass

A generalized parent class in an inheritance hierarchy whose properties and operations are inherited by one or more subclasses.

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Subclass

A specialized child class that inherits structural elements and behaviours from a superclass and can introduce additional features or override methods.

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IS-A Test

A verification guideline stating inheritance is only valid when the relationship can be read logically as 'Subclass IS-A Superclass' (e.g., StudentTicket IS-A Ticket; not Ticket IS-A Seat).

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Polymorphism

The OO pillar meaning 'many forms' where an identical method call triggers different runtime behaviours depending on the concrete class of the receiver object.

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Method Overriding

The mechanism where a subclass provides its own specific implementation of a method that is already declared in its superclass.