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WGU - C173 Scripting and Programming Study Guide
1.behavioral diagram: visualizes dynamic behavior of software, such as
the flow of an algorithm. Ex: A UML activity diagram is a flowchart, used
to describe the flow of an activity or set of activities.
2.Analysis: Determines the goals for a program. The program
should support mean, median, mode, max and min calculations.
3.Implementation: Builds the program according to the design and writes
the code. A programmer writes each function using statements.
4.Design: Determines the specifics of how to build the program. Each
calculation will be a function. User types a letter to invoke each calculation. 1 / 2
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5.Testing: Checks that the program meets the goals and checks that ea
function works. Class diagrams are used in this phase too and may help ensure that ea class from the diagram exists in the program's code.
6.object: a grouping of data (variables) and operations that can be
performed on that data (functions).
7.Abstraction: means to have a user interact with an item at a high-
level, with lower-level internal details hidden from the user (aka information hiding or encapsu- lation)
8.structural diagram: visualizes static elements of software, such as the
types of variables and functions used in the program.
9.use case diagram: Behavioral diagram used to visually model user
interaction w/ a software program, actions back/forth from the software & connections between diff. components of the software. Used to specify behavioral req's of programs.
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