Object-Oriented Design Java Software Solutions

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These flashcards cover concepts in Object-Oriented Design as outlined in Chapter 7 of the lecture notes, focusing on software development, class design, interfaces, and method design.

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57 Terms

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Object-Oriented Design

This programming paradigm structures software around 'objects' rather than functions and logic. It encapsulates data and behaviors into discrete units, promoting modularity, reusability, and maintainability. Key principles include abstraction, encapsulation, inheritance, and polymorphism, allowing complex systems to be modeled efficiently.

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Software Development Activities

The systematic process of creating and delivering software involves several distinct phases. It begins with understanding user needs, followed by mapping out the system architecture and component interactions. Subsequently, the actual code is written, rigorously checked for quality and functionality, and then made available to end-users. This entire cycle concludes with ongoing support and enhancements to ensure longevity and relevance.

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Static Modifier

This keyword is used to designate members (fields or methods) that belong to the class itself, rather than to any individual instance of that class. Such members are shared across all objects of the class and can be invoked directly via the class name, without requiring an object instantiation. A common example is a utility method that doesn't rely on object state, like a mathematical function.

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Interfaces

In object-oriented programming, this construct serves as a blueprint for behavior, specifying a contract that classes must adhere to. It typically consists of a collection of abstract methods (methods without an implementation) and may include constants or default methods. Any class choosing to fulfill this contract must provide concrete implementations for all inherited abstract methods, ensuring a standardized set of capabilities.

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Enumerated Types

This special data type allows for the definition of a fixed, ordered set of named constant values. Its primary purpose is to enhance code readability and prevent errors by ensuring a variable can only take on one of these predefined options. For example, rather than using arbitrary integers, one might define specific states like 'NEW', 'RUNNING', 'PAUSED', or 'STOPPED'.

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Method Design

This refers to the meticulous planning involved in defining the structure and internal workings of a specific function or routine within a program. It encompasses specifying the function's name, the types and order of its inputs, the type of value it will produce as output, and the precise logical steps it will execute. Important considerations include ensuring valid inputs and graceful handling of unexpected situations.

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Method Overloading

This programming feature allows for the existence of several functions within the same class that share an identical name, provided they possess distinct parameter lists. The distinction can be based on the number, type, or order of the arguments. This enables a single, meaningful name to be used for operations that perform a similar task but operate on varying kinds or quantities of input data.

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GUI Design

This discipline focuses on crafting the visual and interactive components of a software application that users directly engage with. The objective is to create an intuitive, efficient, and aesthetically pleasing experience, minimizing potential user mistakes. It involves strategically arranging elements such as buttons, text boxes, and menus to facilitate seamless human-computer interaction.

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Mouse Events

These are signals generated by a pointing device based on user interactions, such as pressing a button, repositioning the cursor, moving an interactive element across the screen, or manipulating a scroll wheel. They serve as triggers for specific code execution within an application, enabling interactive responses to graphical interface elements.

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Key Events

These signals are generated in response to user activities involving the primary text input device, encompassing actions like pressing a physical button down, releasing it, or entering a character. They are fundamental for processing textual input, implementing keyboard shortcuts, and managing other keyboard-driven interactions within software applications.

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Program Development

This refers to the complete, systematic lifecycle involved in bringing a software application into existence. It spans from the initial conceptualization and specification of user needs, through the architectural planning, the writing of executable code, thorough quality assurance, and finally to making the software available and ensuring its continued functionality and improvement over time.

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Requirements

These are the precise descriptions that define what a software system is intended to achieve and how well it should perform. They encompass both functional aspects (what the system should do) and non-functional qualities (such as performance, security, and usability). These critical specifications are typically elicited from various stakeholders and end-users and form the cornerstone of any development project.

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Design

In the software creation lifecycle, this phase involves transforming user needs and specifications into a detailed plan for how the system will be constructed. It acts as a blueprint, outlining the overall architecture, data structures, algorithms, and component interactions, effectively mapping out the implementation strategy before any code is written.

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Implementation

This stage of software creation involves translating the architectural blueprints and detailed plans into functional, executable instructions. It is where developers write source code using a particular programming language, compile it, and integrate various components to form the complete software application, bringing the design to life.

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Testing

This crucial quality assurance phase involves systematically examining a software product to discover errors or flaws, and to confirm that it operates exactly as specified by the requirements. It encompasses various methodologies, from verifying individual code units to assessing the entire system from an end-user perspective, ensuring reliability and correctness.

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Debugging

This is the systematic procedure of locating, diagnosing, and correcting faults or unexpected behaviors within a computer program. It frequently involves utilizing specialized software tools to step through code execution line by line, examine the state of variables, and trace program flow to pinpoint the source of an error.

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Validating Parameters

This practice involves checking incoming data for a function or routine to confirm it conforms to predefined criteria, such as correct data type, format, or range of values. Its purpose is to prevent malformed or inappropriate inputs from causing errors or corrupting data within the system, thereby maintaining program stability and integrity.

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Handling Exceptional Cases

This involves implementing code mechanisms to gracefully manage unexpected events, errors, or unusual situations that disrupt the normal execution path of a program. It aims to prevent crashes, inform users of problems, or facilitate recovery. Common approaches include structured error blocks that attempt to 'catch' and process runtime issues, such as trying to access resources that aren't available.

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Testing with Exceptions

This specialized form of quality assurance focuses on validating a program's response to errors and unusual runtime conditions. It involves deliberately triggering scenarios, such as attempting to access a non-existent file or dereferencing a null reference, to ensure the software gracefully handles these situations without crashing and produces appropriate results or error messages, thereby demonstrating its robustness.

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Identifying Classes and Objects

In the initial stages of object-oriented modeling, this foundational process involves recognizing the key entities within a problem domain. It entails abstracting common characteristics and behaviors into reusable blueprints, and then recognizing specific, concrete manifestations of these blueprints within the system being developed. For instance, in a university context, 'Student' could be a blueprint, and individual students would be its specific instantiations.

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Aggregation

This concept describes a 'has-a' type of relationship between two classes in object-oriented design, where one class is considered a 'whole' that contains instances of another class as its 'parts'. Crucially, the 'parts' can exist independently of the 'whole'. This represents a weaker form of association, such as a training course having multiple participants, but participants can exist outside that specific course.

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Dependency

This describes a 'uses-a' type of relationship in software design where one module or class relies on another for its functionality, often by invoking its methods or accessing its data. However, the dependent entity does not own or contain the other. A modification in the relied-upon module could potentially impact the module that depends on it, highlighting a direct but often temporary association.

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Inheritance

A foundational principle in object-oriented programming, this mechanism establishes an 'is-a' relationship between classes. It allows a new class (the derived class) to adopt the attributes and behaviors of an existing class (the base class). This promotes significant code reuse, facilitates the extension of existing functionalities, and establishes a clear hierarchical classification among related types of objects.

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this Reference

Within an instance method or constructor, this special keyword serves as a pointer to the specific object on which the method is currently being invoked or which is currently being constructed. It's often employed to disambiguate between instance variables and local parameters that share the same identifier, or to facilitate chaining calls to other constructors within the same class.

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Static Class Members

These are fields or routines that are associated with the blueprint of an object itself, rather than with any individual instantiation of that blueprint. They are shared universally among all objects of that type and can be accessed or invoked directly through the blueprint's name, without the need to first create an object. An example might be a counter that keeps track of how many objects of a certain type have been created.

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equals() Method

This crucial function, typically overridden from a base class (like Object in Java), is designed to establish whether two separate objects are considered logically identical based on their internal data or defined criteria, as opposed to simply checking if they refer to the exact same memory location. Implementing it correctly is vital for collection types that rely on content-based comparison.

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hashCode() Method

Often implemented in conjunction with a method for logical equivalence, this function generates an integer value representing the memory address of the object. Its primary utility lies in hash-based data structures, where it provides a quick mechanism to determine an object's storage location. A fundamental contract mandates that if two objects are deemed logically identical, their integer representations generated by this method must also be identical.

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Constructor

This is a specialized routine automatically invoked when an instance of a class is brought into existence. Its principal role is to set up the initial state of the newly created object, assigning values to its internal variables and establishing any necessary starting conditions. It typically shares the same name as the class it belongs to and does not have a return type.

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Default Methods

Introduced to interfaces in certain programming languages (like Java 8), these are functions that come with a predefined implementation. Their inclusion allows for the extension of an interface with new functionalities without immediately requiring all existing classes that implement it to update their code. Implementing classes can either adopt this predefined behavior or provide their own specialized override.

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Comparable Interface

This standard interface is implemented by classes whose objects are intended to have a 'natural' or default sorting order. Any class adopting this contract must provide a specific method that dictates how one instance of the class compares to another, typically returning an integer indicating whether the object is less than, equal to, or greater than the specified object for sorting purposes. Strings, for example, use it for alphabetical arrangement.

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Iterator Interface

This standard interface provides a generic way to access elements of a collection one by one, without exposing the collection's internal representation. It defines methods to check if there are more elements available and to retrieve the subsequent element in the sequence. This mechanism is crucial for enabling sequential traversal over various data structures.

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Iterable Interface

This foundational interface is implemented by classes whose objects are designed to be traversed using a simplified loop construct (often called a 'for-each' loop). It mandates a single method that produces an object capable of sequentially providing elements from the collection. Collections like lists and sets commonly adopt this to allow straightforward element access.

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Multiple Interfaces

In object-oriented programming, this refers to a class's capability to agree to and fulfill the behavioral contracts specified by more than one abstract blueprint. This allows a single class to acquire a diverse set of functionalities and roles from various definitions without encountering the complexities and potential ambiguities associated with inheriting concrete implementations from multiple parent classes.

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Appliance Class

This would represent a highly generalized, often abstract, blueprint in an object-oriented system, designed to model a category of related items sharing fundamental characteristics and behaviors. For instance, in a smart home system, such a blueprint might define universal properties like power state or unique identification, and common actions such as activating or deactivating, which more specialized types (e.g., a 'WashingMachine' or 'Oven') would then inherit and refine.

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Class Relationships

These describe the various ways in which different object blueprints in a system are connected or interact with one another. They define how classes relate in terms of hierarchy ('is-a' such as a 'Sedan' being a 'Car'), structural inclusion ('has-a' where one object is part of another, either strongly or weakly), or temporary usage ('uses-a' where one object temporarily employs another's services). Understanding these connections is crucial for robust system design.

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Object-Oriented Design Principles

These are foundational guidelines and best practices that steer the creation of robust, flexible, and easily maintainable software systems within a specific programming paradigm. They include concepts like ensuring each component has a single reason to change, designing entities to be open for extension but closed for modification, and minimizing code duplication to enhance system quality and longevity.

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Software Requirements Gathering

This initial and critical process in software development involves systematically collecting, detailing, and formalizing the specific needs, desired functionalities, performance expectations, and limitations from potential users and other key parties for a new system. It serves as the bedrock upon which all subsequent architectural planning and coding efforts are built.

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Method Signature

This refers to the unique identifier of a function within a class, which is composed of its name along with the count, data types, and sequence of its input arguments. It plays a critical role in distinguishing between multiple functions that share the same identifier but perform slightly different operations due to variations in their inputs. Notably, the type of value returned by the function is not considered part of this identifier.

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Access Modifiers

These are special keywords used in programming languages (such as public, private, protected) to regulate the visibility and scope of classes, their routines, and their data fields. They dictate which parts of a software system are permitted to interact with or view other parts, thereby enforcing encapsulation and helping to manage the complexity of large codebases.

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UML Class Diagram

This is a standardized graphical notation used to illustrate the static structure of a software system. It visually depicts the blueprints for objects, their internal data fields, the actions they can perform, and the various connections and dependencies that exist among them (like hierarchical relationships, part-whole relationships, or simple associations). It serves as an essential blueprint for software architects and developers.

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Python vs. Java

This involves an examination of two prominent programming languages, contrasting their design philosophies, core linguistic features, execution characteristics, and common application domains. One is frequently chosen for its conciseness, ease of learning, and quick prototyping capabilities, while the other is often favored for its robust type system, high performance in large-scale applications, and enterprise-level portability.

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Abstract Method

This is a declaration of a function or procedure within an abstract class or an interface that specifies its name, parameters, and return type, but does not include any actual code body. It acts as a placeholder, enforcing a contract that any concrete subclass or implementing class must subsequently provide a solid, executable implementation for it, thus completing the behavior.

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Method Chaining

This programming idiom involves invoking several instance-level routines consecutively on the same object within a single statement. For this pattern to work, each routine in the sequence must explicitly return a reference to the invoking object itself, enabling the subsequent routine call to be appended directly after it. It often leads to more compact and readable code, especially for builder patterns or fluent APIs.

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Constructor Overloading

This feature allows a class to define several object initialization routines, each distinguished by a unique combination of parameter types, their count, or their sequence. This provides flexibility, enabling new objects of that class to be created and set up in various ways, catering to different initial conditions or data requirements upon instantiation.

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User Interface Components

These are the fundamental, distinct visual and interactive elements that constitute a graphical user interface in a software application. They serve as the primary means through which users provide input and receive output. Examples include clickable graphic elements, input boxes for text, informational displays, selection boxes, range adjusters, and dropdown options.

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JavaFX

This is a robust and extensive toolkit, part of a widely used programming language environment, dedicated to the development of sophisticated desktop applications with rich graphical user interfaces. It offers a modern framework for creating visually engaging and highly interactive user experiences, with capabilities extending to mobile and embedded systems development.

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Error Handling

This refers to the systematic approach and techniques implemented within software to foresee, identify, and appropriately react to unforeseen issues, defects, or anomalous events that arise during a program's operation. The goal is to ensure the application maintains stability, prevents data corruption, and, ideally, recovers gracefully or informs the user about the problem, rather than crashing unexpectedly.

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Event Handling

This programming paradigm involves writing code to detect and react to various occurrences, such as user interactions within a graphical interface (like a mouse click or a key press) or messages generated by the system itself. It typically requires setting up specialized routines that wait for specific occurrences and then execute predefined code when those occurrences are detected.

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Software Design Patterns

These are widely recognized, generalized solutions to common problems that arise repeatedly in software architecture and design. They are not concrete code implementations but rather abstract templates or blueprints that describe how to solve specific challenges in a flexible and reusable manner, enhancing the structure, clarity, and maintainability of code. They are often categorized into creational, structural, and behavioral types.

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API (Application Programming Interface)

This comprises a set of clearly defined specifications, functions, protocols, and tools that enable different software components to communicate and interact with each other. It acts as a contract, outlining how external code can request services from a library or operating system, defining the methods, data formats, and conventions for exchanging information and invoking functionality.

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Refactoring Code

This is the systematic process of improving the internal structure of existing software code without altering its observable external functionality. Its main objective is to enhance qualities such as readability, maintainability, simplicity, and overall efficiency, making the software easier to comprehend, modify, and extend in the long term, typically through small, incremental changes.

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Version Control

This is a specialized system designed to manage and track modifications to files and directories over time, especially in software development environments. It records every change made to the codebase, enabling teams of developers to collaborate effectively, revert to earlier states, compare different versions, and integrate contributions seamlessly while preserving a complete history of all revisions.

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Continuous Integration

This agile software development practice advocates for developers to regularly combine their code contributions into a shared central repository, typically multiple times a day. Following each integration, an automated system performs a build and runs a suite of tests to promptly detect and resolve any integration conflicts or errors, thereby enhancing software quality and accelerating the development feedback loop.

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Error Messages

These are explicit notifications or alerts provided by a software application to users or developers, signaling the occurrence of a problem, an unexpected condition, or a failure during operation. Well-designed notifications of this type are typically clear, brief, educational, and often include actionable advice or potential resolutions to help the user address the issue.

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Backtracking

This algorithmic strategy systematically explores potential solutions to a computational problem by attempting to incrementally build a solution. If a tentative step leads to an invalid or non-viable state, the algorithm reverses its course to a prior decision point and explores alternative options. It is frequently applied in scenarios requiring a full search through combinations, such as pathfinding or combinatorial optimization.

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Dynamic Programming

This algorithmic technique is employed to solve complex problems by decomposing them into smaller, interdependent subproblems. A key characteristic is the storage of results for these subproblems in a table or array to prevent redundant computations, leading to significant performance gains. It's particularly effective for optimization challenges where the optimal solution to a larger problem depends on optimal solutions to its subcomponents.

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Recursion

This is a programming approach where a function or routine solves a problem by calling itself one or more times, typically with a slightly simpler or smaller version of the original problem. This continues until a fundamental, non-recursive condition (the base case) is met, at which point the results from the simpler calls are combined to solve the overall problem. It's a common technique for tasks involving hierarchical structures or self-similar computations.