MAINFINAL(ITEC3010)

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Last updated 8:16 AM on 4/12/25
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220 Terms

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Use Case Realization

Process of elaborating the detailed design with interaction diagrams for a particular use case

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Interaction Diagram

Shows how objects work together to carry out a use case. Includes Sequence Diagrams and Communication Diagrams.

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Sequence Diagram

An interaction diagram that focuses on the order of messages over time between objects.

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Communication Diagram

Structure-focused diagram showing which objects communicate and what messages are sent

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Use Case Controller

A designer-created class that links UI to business logic, coordinates tasks, and handles user actions.

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Message Flow

The typical path of interaction: Actor → Boundary (UI) → Controller → Entities (data).

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Purpose of Controller

To reduce coupling, increase cohesion, and make the system more reusable and easier to modify.

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Use Case Controller Features

One controller per use case (e.g., CartController), it’s an artificial class that coordinates logic without containing business rules.

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Actor

Represents an external role of the person or thing that initiates the use case by sending the initial message

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Object

instantiated class objects that perform actions to help carry out the use case

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Link

connectors that illustrate the flow of messages

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Messages

primary element of a communication diagram

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True/false condition (optional)

if true the message is sent, if false the message is not sent

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Sequence number

identifies the order of messages

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Return-value

the type of value that the message returns after the completion of the service requested in a forward message. Basically the method return value.

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Message-name

usually camelCase. Should be named informatively.

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Parameter list

items of data that are passed to the destination object via the message. Basically the arguments of the method.

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Activation lifelines

show the period during which a method of an object is alive and executing

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Lifelines

Show the passage of time

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Synchronous Message (Synchronous Call)

-       Filled arrow head

-       Message is sent from source lifeline to target lifeline

<p><span>-</span><span style="font-size: 7pt; font-family: &quot;Times New Roman&quot;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Filled arrow head</p><p class="MsoListParagraphCxSpLast"><span>-</span><span style="font-size: 7pt; font-family: &quot;Times New Roman&quot;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Message is sent from source lifeline to target lifeline</p>
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External Systems (Analysis)

Identify all systems your system must connect to or exchange data with.

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Technology Architecture (Design)

Specifies message formats, web/network addresses, communication protocols, security, and error handling.

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User Interface (UI)

Part of the system users interact with, involving mockups, tools, models, storyboards, and prototypes.

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User Experience (UX)

The broader scope of UI design, focusing on how users feel and interact with the system overall.

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Centralized vs Distributed

Centralized systems run from one location, while distributed systems operate across multiple locations or servers.

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Normalization

Organizing a relational database using normal forms to minimize redundancy and ensure data integrity.

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Controls

mechanisms and procedures built into a system to safeguard the system and the information within

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Integrity controls

controls that reject invalid data inputs, prevent unauthorized data outputs, protect data and programs against tampering

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Input Controls

controls that prevent invalid or erroneous data from entering the system

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Value limit controls

controls that check numeric data input to ensure that that value is reasonable, e.g. must be greater than zero

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Completeness controls

controls that ensure that all required data values describing an object are present

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Data validation controls

controls that ensure that numeric fields that contain codes or identifiers are correct

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Field combination controls

controls that review combinations of data inputs to ensure that the correct data are entered

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Output controls

controls that ensure that output arrives at the proper destination, which are “Accurate, current and complete”.

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Security controls

controls that protect the assets of an organization from all threats

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Access controls

control that limits a users ability to access resourses.

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Authentication

process of identifying users who request access to access controlled resources

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Authorization

process of allowing or restricting a specific authenticated users access to a specific resource based on access controls

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CRUD

Create, Read (or Report), Update, and Delete — the 4 basic operations on data. Step 1: Identify all domain classes in the system. Step 2: For each class, ensure there are use cases to Create, Read/Report, Update, and Delete or archive instances. Step 3: Add any missing use cases and identify the stakeholders responsible for them. Step 4: Assign each action to the application or system responsible for carrying it out (e.g., which app handles "create").

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Encryption

cryptographically altering data to be undecipherable to those without the key (Requires an algorithm; Requires a key (or multiple keys))

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Decryption

convert encrypted data back to its original state

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Symmetric key encryption

uses the same key to encrypt and decrypt

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Asymmetric key encryption

uses different keys to encrypt and decrypt

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Public key encryption

uses public key to encrypt and private key to decrypt

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Digital Certificates

has an institutions name and public key

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Architectural Concepts

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Technology Architecture

The set of computing hardware, network hardware, and system software employed by an organization

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Application Architecture

The set of information systems (including software applications) that an organization needs to support its strategic plan or fulfill its business goals

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Distributed Architecture

Distribution of system components (hardware and software) across multiple geographic locations

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Client/Server Architecture

server manages system resources and provides access to the resources, client communicates with the server to request resources

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Three-layer Architecture

       View layer: accepts user input and displays outputs

       Business logic layer: (aka domain layer) implements the rules and procedures of business processing

       Data layer: manages stored data, usually in databases

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Location Diagram

model that shows the geographic placement of systems components

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Network Diagram

Model that shows how locations and hardware components are interconnected

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Deployment Diagram

Model that shows how software components are distributed across hardware components

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Structure Chart

A hierarchical model (not UML) that shows how software modules relate and break down functions.

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Top-Down Decomposition

Higher-level control modules call lower-level modules to perform detailed tasks.

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Data Couple (Open Circle Arrow)

A single piece of data passed between modules.

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Control Couple (Closed Circle Arrow)

A flag or signal passed between modules to control logic (may not be used, just checked).

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Object-Oriented Program

A system built from classes and objects that interact using methods to perform business tasks.

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Class

A blueprint that defines the properties and behaviors of objects.

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Object

A specific instance of a class that can send and receive messages.

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Object Responsibility

Objects should know what they need to know and do what they’re responsible for in system logic.

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Separation of Responsibility

Classes should be grouped (e.g., into packages) based on their main purpose or role.

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Stereotypes

UML tags (like <>, <>) that help organize class roles and responsibilities.

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Protection from Variations

Stable parts of the system (like customer data) are kept separate from parts that change more often (like sales logic).

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Cohesion

The degree to which elements within a module belong together; highly cohesive classes have one clear focus, allowing them to operate independently.

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Coupling

The level of dependency between modules; ideally low so that changes in one module minimally impact others.

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Encapsulation

The practice of bundling data with its associated functions, using access modifiers to hide internal state and improve module cohesion.

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CRC Cards

A brainstorming tool that outlines a class’s Name, Responsibilities (what it stores, does, or is accountable for), and Collaborations (which other classes it uses), emphasizing “what” over “how.”

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<<controller>> 

A designer-created class that mediates interactions between the UI (via a <> class) and business logic, coordinating the process (e.g., creating a Customer account) without holding business rules.

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<<entity>> 

A class representing a real-world object or data that is persistent across system operations.

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Method

A function defined inside a class that performs an action or behavior related to the object (e.g., startEngine()in Car).

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Stereotype

A UML label (e.g., <>) that categorizes a class based on its role in the system design.

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Entity Class

A class that represents real-world objects or data users deal with; usually persistent beyond program execution.

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Boundary Class (View Class)

A class that handles interaction between the user and the system; typically UI or system interfaces.

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Controller Class

A class that mediates between boundary and entity classes, coordinating tasks or managing complex logic.

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Data Access Class

A class responsible for retrieving and updating data in a database, often executing SQL queries.

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Visibility

Defines access to attributes/methods; + = public (visible), - = private (invisible to other objects).

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Data Type

The kind of value an attribute or method uses (e.g., int, string, bool, float).

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Property

Usually refers to a key attribute like a primary key used for uniquely identifying a database record.

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Parameter

Also called an argument; the input data passed into a method.

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Return Type

The type of value a method sends back after it runs (e.g., bool, int, string).

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First-Cut Design Class Diagram

An early version of a class diagram that expands domain classes with attributes, but not yet with methods.

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Predictive Approach

Assumes the project can be fully planned in advance and developed according to a fixed structure.

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Adaptive Approach

Assumes requirements may change and the project must remain flexible throughout development.

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Predictive Characteristics

Clear requirements, minimal new processes, traditional, planning-heavy, structured.

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Predictive SDLC Phases

Initiation – Define the problem and get approval to proceed.
Planning – Organize, schedule, and map out the project structure.
Analysis – Understand the business need and system requirements.
Design – Plan how the system will be structured and built.
Implementation – Code, test, and integrate system components.
Deployment – Install and make the system operational.
Support – Maintain, update, and improve the system post-launch.

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Waterfall Model

A traditional SDLC approach where phases are completed sequentially with rigid planning and no overlap.

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Modified Waterfall Model

A slightly more flexible but still predictive approach, allowing limited overlap between phases; best for small, low-risk projects.

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Adaptive Approach (Iterative)

Breaks the project into small iterations, where each mini-project goes through its own SDLC cycle (analysis → design → build → test).

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Walking Skeleton

An early, barebones system structure built in a few iterations that covers end-to-end functionality and is expanded over time.

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Evolutionary Prototype

A system built incrementally with minimal initial features and modified based on user and customer feedback.

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Methodology

A structured set of guidelines and models that support every phase of the SDLC.

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Technique

A specific set of guidelines that helps complete an SDLC task or activity.

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Agile

A flexible, iterative approach that focuses on delivering only necessary models with just enough detail for rapidly changing environments.

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Agile Examples

Agile Unified Process, Extreme Programming (XP), and Scrum.

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Implementing Agile

Requires stakeholder buy-in, a chosen framework, empowered teams, and a collaborative, self-managed project environment.

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Agile Advantages

Quick feedback loops, high team morale, faster problem-solving, and improved project control.

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Agile Disadvantages

Less useful for small projects and may lack deep design focus.

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Fragmented Output

A side effect of incremental delivery where not all system features are delivered at once.

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