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System Life Cycle
| Term | Definition |
|---|---|
| Systems Development Life Cycle | is a conceptual model used in project management that describes the stages involved in an information system development project, from an initial feasibility study through maintenance of the completed application. |
| Systems Development Life Cycle | can apply to technical and non-technical systems. Project and program managers typically take part in _____, along with system and software engineers, development teams and end-users. |
| Planning Stage | (also called the feasibility stage) is exactly what it sounds like: the phase in which developers will plan for the upcoming project. |
| Planning Stage | It helps to define the problem and scope of any existing systems, as well as determine the objectives for their new systems. |
| Planning Stage | By developing an effective outline for the upcoming development cycle, they'll theoretically catch problems before they affect development. |
| Planning Stage | sets the project schedule, which can be of key importance if development is for a commercial product that must be sent to market by a certain time. |
| Analysis Stage | includes gathering all the specific details required for a new system as well as determining the first ideas for prototypes. |
| Analysis Stage | Define any prototype system requirements |
| Analysis Stage | Evaluate alternatives to existing prototypes |
| Analysis Stage | Perform research and analysis to determine the needs of end-users |
| Analysis Stage | This includes all the specifications for software, hardware, and network requirements for the system they plan to build. |
| overdrawing funding | This will prevent them from ________ or resources when working at the same place as other development teams. |
| Design Stage | is a necessary precursor to the main developer stage. |
| Developers | will first outline the details for the overall application, alongside specific aspects, such as its: User interfaces System interfaces Network and network requirements Databases |
| Development Stage | is the part where developers actually write code and build the application according to the earlier design documents and outlined specifications. |
| Product program | code is built per the design document specifications. In theory, all of the prior planning and outlined should make the actual development phase relatively straightforward. |
| Development Stage | Developers will follow any coding guidelines as defined by the organization and utilize different tools such as compilers, debuggers, and interpreters. |
| Programming languages | can include staples such as C++, PHP, and more. Developers will choose the right programming code to use based on the project specifications and requirements. |
| Testing Stage | Building software is not the end. |
| Testing Stage | Now it must be tested to make sure that there aren’t any bugs and that the end-user experience will not negatively be affected at any point. |
| Testing Stage | developers will go over their software with a fine-tooth comb, noting any bugs or defects that need to be tracked, fixed, and later retested. |
| Implementation and Integration Stage | After testing, the overall design for the software will come together. |
| modules or designs | will be integrated into the primary source code through developer efforts, usually by leveraging training environments to detect further errors or defects. |
| Abstraction | simply means to hide the details to reduce complexity and increases efficiency or quality. |
| Modularity | simply means dividing the system or project into smaller parts to reduce the complexity of the system or project. |
| Architecture | simply means a technique to design a structure of something. Architecture in designing software is a concept that focuses on various elements and the data of the structure. |
| Refinement concept | of software design is actually a process of developing or presenting the software or system in a detailed manner that means to elaborate a system or software.\ |
| pattern | simply means a repeated form or design in which the same shape is repeated several times to form a pattern |
| pattern | in the design process means the repetition of a solution to a common recurring problem within a certain context. |
| Information hiding | simply means to hide the information so that it cannot be accessed by an unwanted party. |
| Information hiding | is achieved by designing the modules in a manner that the information gathered or contained in one module is hidden and can’t be accessed by any other modules. |
| Refactoring | simply means reconstructing something in such a way that it does not affect the behavior of any other features. |
| Refactoring | in software design means reconstructing the design to reduce complexity and simplify it without affecting the behavior or its functions. |
| Maintenance Stage | This can include handling residual bugs that were not able to be patched before launch or resolving new issues that crop up due to user reports. |
| Larger systems | may require longer maintenance stages compared to smaller systems. |
| Developers | are responsible for implementing any changes that the software might need after deployment. |