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Flashcards covering key terms and concepts related to software development life cycle and related processes.
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Software Development Life Cycle (SDLC)
A process for planning, creating, testing, and deploying software.
Alpha testing
Testing of software conducted by internal employees.
Beta testing
Testing of software conducted by clients at the client location.
White box testing
Testing that allows the tester to see the code and evaluate all lines of code.
Black box testing
Testing that focuses on outputs instead of the internal workings of the software.
User acceptance testing
Evaluation to see if the system meets the client’s expectations or requirements.
Direct change/big bang
Completely replacing the old system with a new one; the easiest but riskiest method.
Pilot implementation
Installing the new software on a few computers to check functionality before full deployment.
Phased implementation
Gradually upgrading different aspects of the system on various computers.
Parallel implementation
Running both old and new software simultaneously, the safest but most costly method.
Corrective maintenance
Fixing bugs or issues in existing software.
Adaptive maintenance
Making changes to accommodate new requirements not in the original design.
Perfective maintenance
Improving software for better performance and user experience.
User documentation
Reference guide that helps users understand how to use a system.
Help files
Accessible documentation providing instructions on usage and troubleshooting after installation.
Removable media
Physical devices like USB drives or CDs that can transfer data externally.
Failover system
Automatically switches to a backup in case of failure.
Data migration
The process of transferring data between storage types, formats, or systems.
Legacy systems
Older computer systems still in use that may present compatibility issues.
SaaS (Software as a Service)
Cloud-based software that can be accessed from anywhere with internet.
Release
A completely new software version with major updates.
Patch
A fix made to a specific part of the software addressing glitches.
Server
Any device providing data or resources to a client.
Firewall
A system that protects networks by controlling incoming and outgoing traffic.
Client-server model
A model where client devices request resources from a server.
Usability
The ease with which users can learn and use a system.
Accessibility
The design of products to be usable by people with disabilities.
Stakeholders
Individuals or groups that have an interest in a company's product or service.
Interviews
A method of gathering information by directly asking individuals.
Surveys
A method of collecting data from a large group of people efficiently.
Data flow diagrams
Visual representations describing how data moves through a system.
Prototypes
Models of systems used to gather user feedback and improve designs.
Iterative design
The process of repeating cycles of design and testing to improve the product.
Social and ethical issues
Concerns related to the implications of technology on society.
Change management
Processes to ensure smooth transitions when implementing new systems.