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System Integration and Architecture PDF

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Summary

This document provides an overview of system integration and architecture, including examples, key steps, challenges, and types of integration. It also covers topics like system architecture components, how to build a system architecture, different types of architecture, and reasons for needing architecture. Furthermore, it discusses project life cycles, types of project life cycles, and phases of a project life cycle.

Full Transcript

REVIEWER IN SYSTEM INTEGRATION AND ARCHITECTURE CHAPTER 1 System Integration - is the process of connecting multiple different systems into a single larger system that functions as one. Examples: 1. Inventory Management & Point-of-Sale (POS) Integration 2. CA...

REVIEWER IN SYSTEM INTEGRATION AND ARCHITECTURE CHAPTER 1 System Integration - is the process of connecting multiple different systems into a single larger system that functions as one. Examples: 1. Inventory Management & Point-of-Sale (POS) Integration 2. CAD & Manufacturing Execution Systems (MES) Integration 3. Banking Systems & Accounting Software Integration 4. Electronic Health Records (EHR) & Appointment Scheduling Systems Integration 5. CRM & Marketing Automation Integration Key Steps of System Integration 1. Planning and feasibility analysis assessing systems to be integrated and mapping out a realistic strategy. 2. Architecture Modeling designing a custom architecture to meet the specific needs. outlines the integration model, methods, and process in general. 3. Implementation it can be implemented and presented to users. 4. Maintenance it should not neglect routine maintenance on the integration. System Integration also promotes; Consistency Agility and Innovation System Integration Challenges 1. Compatibility Issues 2. Security and Compliance 3. Resource Constraints 4. Maintenance and Upgrades 5. Change Management Types of System Integration 1. Legacy System Integration 2. Enterprise Application Integration 3. Third-party System Integration 4. Business-to-Business Integration CHAPTER 2 System Architecture - is a discipline that serves as the backbone of “systems” wherein its structural properties are defined. Key Components of System Architecture 1. Hardware Infrastructure 2. Software Stack 3. Network Configuration 4. Data Storage 5. Web User Interface (UI) 6. Security Measures 7. Scalability Solutions 8. Integration Protocols 9. Monitoring and Logging 10. Backup and Recovery How to BUILD a System Architecture 1. Define Your OBJECTIVES 2. Identify STAKEHOLDERS 3. Gather REQUIREMENTS 4. Design the ARCHITECTURE 5. Prototype and Test 6. Implement and Monitor Types of System Architecture 1. Monolithic 2. Client-Server 3. Service-Oriented 4. Microservices 5. Event-Driven 6. Layered 7. Peer-to-Peer 8. Message-Driven 9. Hybrid Why do we need System Architecture 1. Build a Solid Foundation for the Software Project 2. Reduce Costs 3. Troubleshooting and Improving Performance 4. Quicker changes CHAPTER 3 Project Life Cycle - is a framework project managers use to help them plan and execute projects strategically and effectively to meet project goals. Types of Project Life Cycles 1. Predictive also known as the traditional or classical approach, is focused on planning and determining the needs of a project before it begins. Ex. Waterfall 2. Iterative In each iteration, the development team brings software closer to the customer's wishes. 3. Incremental foresees that software is developed in stages, but unlike iterative, these stages' output is always a 100% completed software piece (feature). 4. Agile or Adaptive Also known as the change-driven or adaptive approach is ideal for projects where feedback is essential, timely project delivery is crucial, and the scope is unclear Phases of a Project Life Cycle 1. Initiation marks the beginning of a project, with the project manager defining the scope and objectives. 2. Planning the primary tasks are identifying technical requirements, developing a detailed project schedule, creating a communication plan, and setting up goals/deliverables. Ex. Methods: o SMART (Specific, Measurable, Attainable, Realistic, Timely) o CLEAR (Collaborative, Limited, Emotional, Appreciable, Refinable) 3. Execution is where the project team executes and follows through on tasks based on the Project Plan. 4. Monitoring involves regularly checking project progress and team performance to ensure everything adheres to the project plan. 5. Closing indicates the end of the project after the final delivery. CHAPTER 4 Software Development Life Cycle - provides a systematic management framework with specific deliverables at every stage of the software development process. Software Development Life Cycle Stages 1. Planning and Requirement Analysis planning is a crucial step in everything, just as in software development. 2. Defining Requirements all the requirements for the target software are specified. 3. Design SRS (Software Requirement Specification) is a reference for software designers to produce the best architecture for the software. DDS (Design Document Specification) 4. Development use a specific programming code as per the design in the Design Document Specification. 5. Testing all the probable flaws are tracked, fixed, and retested. 6. Deployment and Maintenance Product is released in phases then it is tested in a real industrial environment. Software Development Life Cycle Model 1. Waterfall arranges all the phases sequentially so that each new phase depends on the outcome of the previous phase. 2. Iterative process suggests that teams begin software development with a small subset of requirements. Then, they iteratively enhance versions over time until the complete software is ready for production. 3. Spiral process suggests that teams begin software development with a small subset of requirements. Then, they iteratively enhance versions over time until the complete software is ready for production. 4. Agile arranges the SDLC phases into several development cycles. The team iterates through the phases rapidly, delivering only small, incremental software changes in each cycle. The agile model is both iterative and incremental, making it more efficient than other process models. CHAPTER 5 Product Life Cycle - describes the stages a product passes through, from conception to retirement. Product Life Cycle Stages 1. Development involves developing a market strategy, usually through an investment in advertising and marketing to make consumers aware of the product and its benefits. 2. Introduction pertains to the stage where a new product is initially launched into the market after its concept and design have been completed. It marks the beginning of the product’s journey in the business world. 3. Growth phase where a product experiences an increase in market acceptance and sales. During this stage, the product gains momentum and popularity. 4. Maturity stage where a product has reached a stable position in the market. During this phase, sales become consistent, and the product has typically gained widespread acceptance. 5. Retirement decline in the product life cycle marks the stage when a product experiences a decrease in market demand and sales. Product Life Cycle VS Project Life Cycle product life cycle covers the entire life of the product which might include multiple versions and releases where, each version and releases have its own project life cycle. A product life cycle would also normally include things that are outside the direct scope of a project development life cycle. For example: o A project life cycle would normally be focused on tasks and activities directly related to design and development of the project. o A product life cycle would normally include other things such as marketing and support. CHAPTER 6 Computer Crime or Cybercrime - is a term used broadly to describe criminal activity in which computers or computer networks are a tool, a target, or a place of criminal activity. Cybercrime has a connotation of the use of networks, whereas Computer Crime may or may not involve networks Category of Computer Crimes 1. Computer as Target o targets a computer system, to acquire information stored on that computer system, to control the target system without authorization or payment (theft of service), or to alter the integrity of data or interfere with the availability of the computer or server 2. Computers as Storage Devices o can be used to further unlawful activity by using a computer or a computer device as a passive storage medium. o For example, the computer can be used to store stolen password lists, credit card or calling card numbers, proprietary corporate information, pornographic image files, or “warez” (pirated commercial software). 3. Computer as Communication Tools o Many of the crimes falling within this category are simply traditional crimes that are committed online. o Examples include the illegal sale of prescription drugs, controlled substances, alcohol, and guns; fraud; gambling; and child pornography. Intellectual Property Primary Types of Property 1. Real ▪ Land and things permanently attached to the land, such as trees, buildings, and stationary mobile homes. 2. Personal ▪ Personal effects, moveable property and goods, such as cars, bank accounts, wages, securities, a small business, furniture, insurance policies, jewels, patents, pets, and season baseball tickets. 3. Intellectual ▪ Any intangible asset that consists of human knowledge and ideas. Types of Intellectual Property 1. Copyrights protects the tangible or fixed expression of an idea, not the idea itself. Rights: Reproduction, Modification, Distribution, Public-performance and Public-display. 2. Trademarks is a word, name, symbol, or device that is used in trade with goods to indicate the source of the goods and to distinguish them from the goods of others. Servicemarks - it identifies and distinguishes the source of a service. 3. Patents A patent for an invention is the grant of a property right to the inventor. Types: Utility, Design and Plant Ethical Issues 1. Repositories and processors of information: Unauthorized use of otherwise unused computer services or of information stored in computers raises questions of appropriateness or fairness. 2. Producers of new forms and types of assets: For example, computer programs are entirely new types of assets, possibly not subject to the same concepts of ownership as other assets. 3. Instruments of acts: To what degree must computer services and users of computers, data, and programs be responsible for the integrity and appropriateness of computer output? 4. Symbols of intimidation and deception: The images of computers as thinking machines, absolute truth producers, infallible, subject to blame, and as anthropomorphic replacements of humans who err should be carefully considered. General Moral Imperatives 1. Contribute to Society and human well-being 2. Avoid harm to others 3. Be honest and trustworthy 4. Be fair and take action not to discriminate 5. Honor property rights including copyrights and patent 6. Give proper credit for intellectual property 7. Respect the privacy of others 8. Honor confidentiality

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