Principle 1. The information domain of a problem must be represented and underst
ID: 3639507 • Letter: P
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Principle 1. The information domain of a problem must be represented and understood. The Information domain encompasses the data that flow into the system (from end users. other systems, or external devices), the data that flow out of the system (via the user Interface, network interfaces, reports, graphics, and other means), and the data stores that collect and organize persistent data objects (I.e., data that are maintained permanently). Principle 2. The functions that the software performs must be defined. Software functions provide direct benefit to end users and also provide Internal support for those features that are user visible. Some functions transform data that flow Into the system. In other cases, functions effect some level of control over Internal software processing or external system elements. Functions can be described at many different levels of abstraction, ranging from a general statement of purpose to a detailed description of the processing elements that must be Invoked. Principle 3. The behavior of the software (as a consequence of external events) must be represented. The behavior of computer software Is driven by Its Interaction with the external environment. Input provided by end users, control data provided by an external system, or monitoring data collected over a network all cause the software to behave In a specific way. Principle 4. The models that depict information, function, and behavior must be partitioned in a manner that uncovers detail in a layered (or hierarchical) fashion. Requirements modeling is the first step In software engineering problem solving. It allows you to better understand the problem and establishes a basis for the solution (design). Complex problems are difficult to solve In their entirety. For this reason, you should use a divide-and-conquer strategy. A large, complex problem Is divided Into subproblems until each subproblem is relatively easy to understand. This concept is called partitioning or separation of concerns, and It Is a key strategy In requirements modeling. Principle 5. The analysis task should move from essential information toward implementation detail. Requirements modeling begins by describing the problem from the end-user s perspective. The "essence'' of the problem Is described without any consideration of how a solution will be Implemented. For example, a video game requires that the player "instruct" Its protagonist on what direction to proceed as she moves Into a dangerous maze. That is the essence of the problem. Implementation detail (normally described as part of the design model) Indicates how the essence will be implemented. For the video game, voice input might be used. Alternatively, a keyboard command might be typed, a joystick (or mouse) might be pointed In a specific direction, or a motion-sensitive device might be waved In the air.Explanation / Answer
principle 1---> the information domain gives the information about what section of the software is interacting with end users, what section is for the admins etc. All these data has to be understood by the software engineer and should be laid down in so that the customer will get a clear idea of what his software is doing. principle 2 ---> different parts of the software are used for different functions, stating them down will make it easy for the developer to code the software and gives the customer for whom you are developing the software a clear idea about the different parts of the software. principle 3 ---> the specification has to be given on how much trafficking the software can handle before it crashes, how is it reacting with the users, their levels of security should be mentioned. What records are stored in the database and what records are not. principle 4 --> while handeling models, its basically like rather than trying to eat a complete pie directly, u cut it into pieces and eat one after the other. similarly the software has to be broken down into a number of pieces and should be examined separately. principle 5 ---> implementation details gives information of how the main aim of the problem is solved by the users. I.e is the user inputs which are required for moving further in the software or a game.
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