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| the creative process of transforming the problem into a solution; the description of a solution |
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| Conceptual (system) design |
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| tells the customer exactly what the system will do |
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| allows the system builders to understand the actual hardware and software needed to solve the customer’s problems. |
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| based on assigning functions to components |
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| Data-oriented decomposition |
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| based on external data structures |
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| Event-oriented decomposition |
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| based on events that the system must handle and uses information about how events change the system’s state |
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| based on user inputs to the system |
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| identifies classes of objects and their interrelationships |
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| composite parts of design |
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| each activity of the system is performed by exactly one component, and when the inputs and outputs of each component are well-defined |
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| a system is well-defined if all inputs to it are essential to its functions, and all outputs are produced by one of its actions |
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| associates the system capabilities identified in the requirements specification with the system components that will implement them |
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| involves algorithms and data structures, and the components are programming language primitives such as numbers, characters, pointers, and control threads |
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| addresses the code design at a still lower level of detail |
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| input and output of a component |
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| the transformation of the data from input to output |
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| transactions, in the form of an input stream, trigger process execution |
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| the central store controls the triggering of processes |
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| top level is most abstract, and goes down |
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| each component hides a design decision from the others |
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| the fundamental terms, images, and concepts that can be recognized and learned |
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| organization and representation of data, functions, tasks and roles |
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| Navigation rules for the model |
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| how to move among data, functions, activities, and roles |
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| the characteristics of the system’s appearance that convey information to the user |
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| the interaction techniques that provide an appealing experience for the user |
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| method for allowing two activities to take place concurrently without their interfering one another |
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| popular way to synchronize processes; it makes sure that when one process is accessing a data element, no other process can affect that element |
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| an abstract object or component that controls the mutual exclusion of a particular process |
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| a task that is always running; its only purpose is to control access to an encapsulated resource |
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| names, abstracts, and identifies the key aspects of a common design structure that make it useful for creating a reusable design |
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| when there is a great deal of dependence between two components |
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| when a couple has some dependence, but the interconnections among components are weak |
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| components have no interconnections at all |
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| when one component modifies an internal data item in the other |
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| data are accessible from a common data store |
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| when one component passes parameters to control the activity of the other |
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| when a data structure is used to pass information from one component to another and the data structure itself is passed |
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| when a component whose parts are unrelated to one another |
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| where several logically related functions or data elements are placed in the same component |
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| functions are performed in a sequence, but the functions are related only by the timing involved |
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| functions are grouped together in a component just to ensure the order |
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| Communicationally cohesive |
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| unrelated data are fetched together because the fetch can only be done with only one disk or tape access |
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| output from one part of a component is input to the next part |
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| every processing element is essential to the performance of a single function |
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| situations that we know are counter to what we really want the system to do |
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| the system addresses each exception in a satisfactory way that does not degrade system functions |
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| when a system waits until a failure occurs during execution |
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| check the system for symptoms of faults or try to anticipate when failures will occur |
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| each system component assumes that the other components contain faults |
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| two functionally equivalent systems are designed by two different design teams at two different times using different techniques...the chances of making the same error is very small |
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| technique that involves having the second system generate false but benign transactions in the first system in order to determine if the first system is working properly |
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| system’s compensation for a fault’s presence |
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| isolation of damage caused by a fault |
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| the minimum number of crossovers that must be used when drawing the graph on a piece of paper |
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| govern how the component is to interact with other components and systems |
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| client calls another component |
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| development is intended only for identifying feasibility or a particular characteristic in a large design |
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| a method originally developed for the US minuteman missile program, helping us to decompose design and look for situations that might lead to failure |
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| set of leaf nodes of a cut-set tree, with duplicates removed |
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| Preliminary design review |
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| examine conceptual design with customers and users |
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| we present the technical design to other developers to check its details before proceeding with implementation |
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| programmers get feedback on their designs before implementation |
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| outlining the critical issues and trade-offs that were considered in generating the design |
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