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Flashcards summarizing key vocabulary and concepts from Chapter 7 on Object-Oriented Design.
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Object-Oriented Design
A programming paradigm based on the concept of 'objects' that can contain data, in the form of fields, and code, in the form of procedures.
Software Development Activities
The four basic activities involved in creating software: establishing requirements, creating design, implementing code, and testing the implementation.
Static Modifier
A keyword used to declare a class member as belonging to the class itself rather than to instances of the class.
Interfaces
A contract that defines a set of methods that a class must implement.
Enumerated Type
A special data type that enables a variable to be a set of predefined constants.
Method Overloading
The ability to create multiple methods with the same name but different parameters.
GUI Design
The process of designing the user interface of a software application.
Mouse Events
Events related to mouse actions such as clicks, presses, and movements.
Class Relationships
The various ways classes can relate to each other, including dependency, aggregation, and inheritance.
Dependency
A type of relationship where one class relies on another, typically through its methods.
Aggregation
A has-a relationship where one class is composed of one or more objects of another class.
Inheritance
A relationship in which one class derives from another, inheriting its fields and methods.
Method Design
The process of defining how a method will function, including its signature and functionality.
Low-Level Design
Detailed planning of each method within a program.
Debugging
The process of identifying and fixing errors in a program.
Testing
The process of evaluating a program to ensure it performs as intended.
Parameters
Values passed to methods that influence their operation.
Exceptions
Unexpected events that disrupt the normal flow of a program.
Static Variables
Class variables that are shared among all instances of a class.
Static Methods
Methods that belong to the class rather than any specific instance.
This Reference
A reference within a class that refers to the current object instance.
Abstract Method
A method declared without an implementation, meant to be defined in derived classes.
Default Method
Methods in interfaces that have an implementation and allow backward compatibility.
HashCode
A method that returns an integer representation of an object, primarily for use in hash tables.
Equals Method
A method used to determine if two objects are logically equivalent.
Constructor
A special method used to initialize new objects.
Instance Variables
Data fields that store the state of an object.
Visibility Modifiers
Keywords used to control access to class members (public, private, protected).
Parameter Passing
The way arguments are passed to methods (by value in Java).
Complex Number
A number that has both a real part and an imaginary part.
Iterator Interface
An interface that provides methods for iterating over collections.
Iterable Interface
An interface that defines a collection that can return an iterator.
Underlying Data Structure
The internal data organization that supports the operations of a data type.
Slogan Class Example
Demonstration of the use of static methods and variables in tracking object creation.
User Interface Goals
Objectives to make software user-friendly and efficient.
Keyboard Events
Events generated by user keyboard interactions.
Event Handling
The mechanism that enables a program to respond to events like user actions.
Instance Creation
The process of creating an object from a class.
Syntax Errors
Mistakes in the code that violate the language rules.
Runtime Errors
Errors that occur during program execution, leading to abnormal termination.
Semantic Errors
Logical errors that cause the program to behave unexpectedly.
Method Signature
The method name along with its parameter types.
Polymorphism
The ability of different classes to be treated as instances of the same class through a common interface.
Method Documentation
Descriptive comments explaining method functionality.
Java Collections Framework
A unified architecture for representing and manipulating collections.
Resource Management
The practice of efficiently managing an application's resources, such as memory and file handles.
User-Centered Design
An approach to design focusing on the needs and wants of the user.
Method Decomposition
Breaking down a large method into smaller, more manageable sub-methods.
Loops in Java
Control structures that repeat a block of code as long as a specified condition is true.
Conditional Statements
Statements that execute different actions based on whether a specified condition is true.
Data Encapsulation
The bundling of data and methods that operate on that data within a class.
Accessors and Mutators
Methods for getting and setting the values of private instance variables.
Code Reusability
The practice of using existing code for new functions to improve efficiency.
Functionality Testing
Validation process to ensure that a piece of software functions as intended.
Performance Testing
Assessment of the speed and responsiveness of a program.
Usability Testing
Evaluating a product by testing it with real users.
Systematic Testing
An organized method to test software to find defects.
Version Control Systems
Tools for managing changes to source code over time.
Code Review Process
A systematic examination of computer source code.