Software Development Life Cycle (SDLC)

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Flashcards covering key terms and concepts related to software development life cycle and related processes.

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35 Terms

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Software Development Life Cycle (SDLC)

A process for planning, creating, testing, and deploying software.

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Alpha testing

Testing of software conducted by internal employees.

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Beta testing

Testing of software conducted by clients at the client location.

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White box testing

Testing that allows the tester to see the code and evaluate all lines of code.

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Black box testing

Testing that focuses on outputs instead of the internal workings of the software.

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User acceptance testing

Evaluation to see if the system meets the client’s expectations or requirements.

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Direct change/big bang

Completely replacing the old system with a new one; the easiest but riskiest method.

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Pilot implementation

Installing the new software on a few computers to check functionality before full deployment.

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Phased implementation

Gradually upgrading different aspects of the system on various computers.

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Parallel implementation

Running both old and new software simultaneously, the safest but most costly method.

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Corrective maintenance

Fixing bugs or issues in existing software.

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Adaptive maintenance

Making changes to accommodate new requirements not in the original design.

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Perfective maintenance

Improving software for better performance and user experience.

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User documentation

Reference guide that helps users understand how to use a system.

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Help files

Accessible documentation providing instructions on usage and troubleshooting after installation.

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Removable media

Physical devices like USB drives or CDs that can transfer data externally.

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Failover system

Automatically switches to a backup in case of failure.

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Data migration

The process of transferring data between storage types, formats, or systems.

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Legacy systems

Older computer systems still in use that may present compatibility issues.

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SaaS (Software as a Service)

Cloud-based software that can be accessed from anywhere with internet.

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Release

A completely new software version with major updates.

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Patch

A fix made to a specific part of the software addressing glitches.

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Server

Any device providing data or resources to a client.

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Firewall

A system that protects networks by controlling incoming and outgoing traffic.

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Client-server model

A model where client devices request resources from a server.

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Usability

The ease with which users can learn and use a system.

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Accessibility

The design of products to be usable by people with disabilities.

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Stakeholders

Individuals or groups that have an interest in a company's product or service.

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Interviews

A method of gathering information by directly asking individuals.

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Surveys

A method of collecting data from a large group of people efficiently.

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Data flow diagrams

Visual representations describing how data moves through a system.

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Prototypes

Models of systems used to gather user feedback and improve designs.

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Iterative design

The process of repeating cycles of design and testing to improve the product.

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Social and ethical issues

Concerns related to the implications of technology on society.

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Change management

Processes to ensure smooth transitions when implementing new systems.