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Across
  1. 2. OBSERVABLE BEHAVIOUR : High-level view of all possible system interactions.
  2. 4. : A class = group of objects with common __________.
  3. 8. : A collaboration = another class needed to fulfill a __________.
  4. 9. : Solid arrow = __________ message.
  5. 10. : Blueprint that lists class attributes and methods.
  6. 12. LEARNING : Field that builds programs that improve with experience.
  7. 14. : Strong whole-part link where part cannot exist without the whole.
  8. 16. AND DYNAMIC : Two UML views: static/structural and dynamic/behavioral.
  9. 18. PHRASE : Text phrase usually written as a verb + object in use cases.
  10. 19. : Unsupervised learning groups data by similarity.
  11. 22. : Defines software structure rather than behavior.
  12. 25. : Each card lists class name, super/subclasses, responsibilities, and __________.
  13. 27. : “Is-a” hierarchy with open-triangle arrowhead.
  14. 30. : Rectangles on lifelines showing when an object is active.
  15. 32. CASE : Action the system performs for an actor.
  16. 34. AND VERBS : To find classes, look for __________ (nouns); for responsibilities, look for __________ (verbs).
  17. 36. : Vertical dashed lines called lifelines.
  18. 39. : Step 1: supply training data.
  19. 40. ACTORS : Step in use-case modeling where you identify users or external systems.
  20. 41. : CRC model = collection of all CRC cards (object-oriented design).
  21. 42. DIAGRAM : Diagram showing time-ordered messages between objects.
  22. 43. : A responsibility = the class’s data or services.
Down
  1. 1. UNSUPERVISED REINFORCEMENT : Three main types: supervised, unsupervised, reinforcement.
  2. 3. SESSION : Team role-playing technique for object design.
  3. 5. : Whole-part link where part can exist independently.
  4. 6. STORIES : CRC sessions start from written user stories.
  5. 7. OR MORE : Symbol “1..*” indicates this number of allowed instances.
  6. 11. : Open arrow = __________ message.
  7. 13. : Relationship line linking two classes.
  8. 15. : Axis showing which object is acting (horizontal).
  9. 17. : Step 3: perform testing.
  10. 20. : The “Golden Rule”: never use the __________ data for training.
  11. 21. : Standard visual language for modeling software design.
  12. 23. DIAGRAM : Diagram type that is static, not dynamic.
  13. 24. AND VALIDATION : Step 2: perform training + validation.
  14. 26. AND REGRESSION : In supervised learning, tasks include classification and regression.
  15. 28. : External entity (person, org, or system) interacting with the system.
  16. 29. : Dotted arrow = reply message.
  17. 31. : Lines between actor and use case that show interaction.
  18. 33. CASE DIAGRAM : Diagram showing actors, use cases, and associations.
  19. 35. : Reinforcement learning learns by maximizing __________ through feedback.
  20. 37. : Axis that represents time (vertical).
  21. 38. : Realization of a class—an object or instance.