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Java Software Development Units 12-14

nina.evangelou Java Software Development Englisch 76 Karten

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  1. 1animate agentAn independently acting cause of change in the human environment.
    design for all
  2. 2design heuristicA piece of relatively concrete advice for designing a user interface: a
    rule of thumb that may not always be applicable, but is frequently useful.
  3. 3design rationaleDocumentation of a designer’s suggested improvement to a user
    interface, in the context of a particular design heuristic.
  4. 4effectiveness (in the context of a user interface)How well the user interface
    enables the user to get the right thing done.
  5. 5efficiency (in the context of a user interface)How much of a resource has to be
    expended for a user to get a job done via the user interface.
  6. 6heuristic evaluationAn assessment of a user interface with reference to particular
    design heuristics.
  7. 7information flowThe input from the user and the output from the system.
  8. 8initial widget tableA table setting out the information flow and the widgets to be used
    in the initial prototype screen for a particular use case.
  9. 9NASA TLX (Task Load Index) toolA tool that measures a user’s impression of their
    workload when carrying out some task, based on a multidimensional rating procedure
    that calculates an overall workload score based on a weighted average of ratings on six
    subscales: frustration, mental demands, physical demands, temporal demands, own
    performance and effort.
  10. 10Reasoning by classAn innate form of human reasoning, derived from a form of
    reasoning about animals, which can be described as follows.
    If we observe that just one animal of a particular unfamiliar type has a certain kind of
    behaviour (e.g. bites, flies, lays eggs), then it is a fairly good assumption that any other
    animal of that type will do the same.
  11. 11Reasoning by inheritanceAn innate form of human reasoning, derived from a form of
    reasoning about animals, which can be described as follows.
    If we are given the single piece of information that one type of animal (animal A) is a
    special kind of another animal (animal B) then any time we encounter animal A, we will
    know that it can do everything that animal Bs do, and probably some extra things.
  12. 12SketchpadThe first computer system to make a substantial contribution to the
    discipline of HCI, implemented by Ivan Sutherland in 1962 as part of his PhD thesis
  13. 13storyboardA diagrammatic representation of a user interface, which may show the
    navigation through screens.
  14. 14tabbed screenOne of a set of screens, each with a tab at the top. To move from one
    screen to another, the tab of the desired screen is clicked on
  15. 15think-aloudA simple usability testing technique which involves the user speaking
    aloud what they are thinking when using the user interface to perform tasks.
  16. 16universal accessAn approach to development whose key idea is that effort should be
    expended to find simple ways in which small changes to a system could make it more
    widely accessible
  17. 17usabilityRefers to how easily and quickly a product enables users to achieve their
    goals, how quickly users learn to use the product’s interface and what the users’ attitude
    is towards the interface. The ISO 9241 (Part 11) definition of usability is:
    The extent to which a product can be used by specified users to achieve
    specified goals [tasks] with effectiveness, efficiency, and satisfaction in a
    specified context of use.
  18. 18usability testingAssessing the usability of an interface.
  19. 19user-centred approachAn approach to developing software which focuses on what
    users find easy and what they find difficult.
  20. 20user interface designerA software developer whose particular responsibility is the
    user interface.
  21. 21user needs analysis documentA record of the results of user needs analysis,
    containing information about users, tasks and situations, and giving user interface
    designers a concrete basis on which to work.
  22. 22user satisfaction (in the context of a user interface)How satisfied the user is in
    interacting with the system via the user interface
  23. 23Xerox StarA landmark computer system in HCI history, which laid the foundations of
    modern GUI interfaces and was associated with seminal user interface design ideas.
  24. 24Abstract Windowing Toolkit (AWT)Java classes, defined in the package java.awt,
    including classes implementing events and layout managers.
  25. 25containerA Swing component which contains other visual components. Every Swing
    GUI must have a top-level container in which the rest of the GUI components are nested.
  26. 26event (in a GUI)Something that happens when a user interacts with a GUI; typically
    initiated by a mouse operation, although the keyboard also generates events. In Java an
    object is created to represent each event that occurs. Code must be associated with an
    event in order that the system can react appropriately to it.
  27. 27event handler methodA method in which event handling code is written
  28. 28event handling codeCode that specifies the action to be taken in response to a
    particular event.
  29. 29helper methodA private method that exists simply to assist the work of another
    method in the same class
  30. 30layout managerA Java object that controls how Swing components can be laid out in
    a container.
  31. 31listenerAn instance of the class in which a handler method is implemented.
  32. 32persistenceThe ability of a system to save state from one execution to the next.
  33. 33scroll paneA widget that displays scrollbars as and when they are required. If there
    are too many items, a vertical scroll bar will automatically appear. If an item is too wide, a
    horizontal scrollbar will automatically appear.
  34. 34structured EnglishA description of code which has some of the structure of code but
    without the syntax of a programming language
  35. 35SwingJava classes, defined in the package java.swing, used for programming
    GUIs.
  36. 36top-level containerA component which is the overall container for the components in
    a GUI.
  37. 37visual componentA Java implementation of a widget
  38. 38agile methodAn approach to software development typically involving a small team
    working on an ambitious project, operating outside normal company policies and to a
    tight schedule.
  39. 39architectureA term used in different ways in software engineering, the common
    theme being concentration on the overall organisation of a system: viewing the system in
    some abstract, high-level way, ignoring smaller details.
  40. 40business domain tierIn a tiered architecture, a tier corresponding to the core
    system. This contains the parts of the system specific to a business area, which process
    data and generate information.
  41. 41client–server architectureA logical architecture consisting of two tiers: a client and a
    server.
  42. 42computer architectureA view of the different computer elements that a system uses –
    hardware elements such as different processors and so on.
  43. 43concurrency controlRegulating access to shared data to prevent problems
    associated with concurrent access.
  44. 44concurrent access (to a system)Simultaneous use of a system by two or more users
    or clients.
  45. 45dependencyThere is a dependency, or usage, between two components when
    elements in one component rely on, or in some way use, elements in the other.
  46. 46deploymentHow the various components that go to make up a distributed system are
    physically arranged, i.e. what physical computer or computers each part of the software
    runs on, and how these computers communicate.
  47. 47deployment diagramA diagram illustrating how a system’s components are
    deployed.
  48. 48design patternn A tried and tested outline design applicable across a range of
    software systems, describing a recurring theme in elegant and respected designs.
    Typically, the description takes the form of a ‘solution’ which can be applied to a
    ‘problem’ which may arise in different contexts. Design patterns are commonly
    classified as structural (concerned with the system’s structure), creational (concerned
    with how objects are created), or behavioural (concerned with interactions within the
    system).
  49. 49distributed systemA system involving more than one computer connected by a
    network.
  50. 50Dynamic Systems Development Method (DSDM)A significant form of RAD devised
    by the not-for-profit organisation DSDM Consortium
  51. 51eXtreme Programming (XP)An example of an agile method
  52. 52façade classs A class added to a component, as described by the Façade pattern, to
    provide a primary means of interaction with the component. In M256, such a class is
    termed the coordinating class.
  53. 53façade objectAn instance of a façade class. In M256, such an object is termed the
    coordinating object
  54. 54Façade patternAn example of a structural design pattern
  55. 55information systemA system which involves calculating and providing information
    for the user.
  56. 56lockA means of providing uninterrupted access to an object.
  57. 57logical architectureA view of a system’s software which is concerned with the
    organisation of the software classes into larger components, and which concentrates on
    how the overall system is constructed from major components, how the components are
    connected and how they work together
  58. 58model–view separation principleA software design principle which states not only
    that the business domain (the ‘model’) and the user interface (the ‘view’) should be
    separate entities, but that the business domain should not depend on the user interface
  59. 59multi-user systemA system which several users may access via different computers.
  60. 60network architectureA view of how the different computers involved in a system are
    connected.
  61. 61open source softwareSoftware developed using open source software
    development.
  62. 62open source software developmentAn approach to software development whose
    key feature is that source code is made publicly available on a website, free for anybody
    to copy, modify and use (subject to licence agreements).
  63. 63package diagramA diagram illustrating a system’s components and their
    dependencies.
  64. 64Publish–Subscribe patternAn example of a behavioural design pattern.
  65. 65rapid application development (RAD)A software development method based on
    time boxing.
  66. 66Rational Unified Process (RUP)A description of a set of iterative software
    development methods having in common a set of ‘best practice’ elements. The RUP was
    devised by the software development experts who were also involved in developing the
    UML.
  67. 67Remote Method Invocation (RMI)A Java mechanism that allows a program to send
    messages to a Java object which is in a different JVM and running on a different
    computer.
  68. 68serialisable (object)A serialisable object is one whose class implements the
    Serializable interface and can therefore be represented in a way that enables it to be
    stored in a file (i.e. persist) or sent over a network.
  69. 69singletonAn object that is the only instance of its class, as described by the Singleton
    pattern.
  70. 70Singleton patternAn example of a creational design pattern.
  71. 71storage tierIn a tiered architecture, a tier which provides a persistent data-storage
    mechanism, such as a database. Also known as the back end of the system.
  72. 72three-layered architecture or three-tiered architectureA logical architecture consisting of three tiers: a user
    interface tier, a business domain tier and a storage tier. Also known as a three-layered
    architecture.
  73. 73tierAn element in a system’s logical architecture. Also known as a layer. A tier can be
    considered as a component with distinct responsibilities such that:
    c a lower tier has lower-level responsibilities;
    c higher tiers have responsibilities that are increasingly specific to the business area;
    c higher tiers may depend on lower tiers but not vice versa.
  74. 74tiered architectureA logical architecture which is structured as a series of tiers.
  75. 75timeboxingThe practice of partitioning the timescale of a software development
    project into timeboxes, each corresponding to an iterative cycle and in each of which
    requirements are prioritised. Timeboxing is a key feature of RAD.
  76. 76user interface tierIn a tiered architecture, a tier giving a ‘view’ of the information
    provided by the system, using windows, spreadsheets, forms etc. Also known as the
    front end of the system.

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Java Software Development Karteikarten am Java Software Development Units 12-14, erstellt von nina.evangelou am 18/09/2013.
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