Software Engineering Crossword

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Across
  1. 3. Describes a system's behavior from a user’s standpoint.
  2. 5. Shows how different object classes relate to each other.
  3. 9. Shows the physical architecture of a computer-based system.
  4. 10. Testing the application to ensure that it meets the software specifications.
  5. 13. The process of producing software applications.
  6. 15. The fundamental process, has multiple phases, and each output is used as the input for the next phase.
  7. 17. Specifying advantages and disadvantages.
  8. 20. A software modeling process for creating a blueprint that shows the program’s overall functionality and provides a way for the client and developer to communicate.]
  9. 21. Software ______ and implementation.
  10. 22. Shows how one class communicates with another by sending messages back and forth.
  11. 24. Includes a “sprint , in which a team creates an increment of usable software.
  12. 25. Shows an object's particular state at any give time.
Down
  1. 1. This method is used for time-critical applications. It’s less formal, has a reduced scope, and encourages frequent inspection and adaptation.
  2. 2. A document that details all the design issues for an application.
  3. 4. Starts with an initial pass using the waterfall method. Then the cycle starts again, adding new functionality until the program has been completed.
  4. 6. Determining specific functions of the software and any constraints or requirements.
  5. 7. Gives details of an object created from a class.
  6. 8. Life cycle of software development.
  7. 11. Shows activities that occur in a use case or in an object's behavior.
  8. 12. Uses tools that allow users to work with prototypes of program screens and other interfaces.
  9. 13. Modifying or changing the application to meet changing customer needs.
  10. 14. Writing /modifying until the program is fully functional.
  11. 16. Includes 4 basic activities: coding, testing, listening, and designing.
  12. 18. Shows how system components relate to each other.
  13. 19. Never-ending improvement.
  14. 23. Someone or something that needs the program to perform a function or meet a need.