Object-Oriented Design

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Flashcards summarizing key vocabulary and concepts from Chapter 7 on Object-Oriented Design.

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59 Terms

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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.

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Software Development Activities

The four basic activities involved in creating software: establishing requirements, creating design, implementing code, and testing the implementation.

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Static Modifier

A keyword used to declare a class member as belonging to the class itself rather than to instances of the class.

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Interfaces

A contract that defines a set of methods that a class must implement.

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Enumerated Type

A special data type that enables a variable to be a set of predefined constants.

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Method Overloading

The ability to create multiple methods with the same name but different parameters.

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GUI Design

The process of designing the user interface of a software application.

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Mouse Events

Events related to mouse actions such as clicks, presses, and movements.

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Class Relationships

The various ways classes can relate to each other, including dependency, aggregation, and inheritance.

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Dependency

A type of relationship where one class relies on another, typically through its methods.

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Aggregation

A has-a relationship where one class is composed of one or more objects of another class.

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Inheritance

A relationship in which one class derives from another, inheriting its fields and methods.

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Method Design

The process of defining how a method will function, including its signature and functionality.

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Low-Level Design

Detailed planning of each method within a program.

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Debugging

The process of identifying and fixing errors in a program.

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Testing

The process of evaluating a program to ensure it performs as intended.

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Parameters

Values passed to methods that influence their operation.

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Exceptions

Unexpected events that disrupt the normal flow of a program.

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Static Variables

Class variables that are shared among all instances of a class.

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Static Methods

Methods that belong to the class rather than any specific instance.

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This Reference

A reference within a class that refers to the current object instance.

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Abstract Method

A method declared without an implementation, meant to be defined in derived classes.

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Default Method

Methods in interfaces that have an implementation and allow backward compatibility.

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HashCode

A method that returns an integer representation of an object, primarily for use in hash tables.

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Equals Method

A method used to determine if two objects are logically equivalent.

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Constructor

A special method used to initialize new objects.

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Instance Variables

Data fields that store the state of an object.

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Visibility Modifiers

Keywords used to control access to class members (public, private, protected).

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Parameter Passing

The way arguments are passed to methods (by value in Java).

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Complex Number

A number that has both a real part and an imaginary part.

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Iterator Interface

An interface that provides methods for iterating over collections.

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Iterable Interface

An interface that defines a collection that can return an iterator.

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Underlying Data Structure

The internal data organization that supports the operations of a data type.

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Slogan Class Example

Demonstration of the use of static methods and variables in tracking object creation.

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User Interface Goals

Objectives to make software user-friendly and efficient.

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Keyboard Events

Events generated by user keyboard interactions.

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Event Handling

The mechanism that enables a program to respond to events like user actions.

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Instance Creation

The process of creating an object from a class.

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Syntax Errors

Mistakes in the code that violate the language rules.

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Runtime Errors

Errors that occur during program execution, leading to abnormal termination.

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Semantic Errors

Logical errors that cause the program to behave unexpectedly.

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Method Signature

The method name along with its parameter types.

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Polymorphism

The ability of different classes to be treated as instances of the same class through a common interface.

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Method Documentation

Descriptive comments explaining method functionality.

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Java Collections Framework

A unified architecture for representing and manipulating collections.

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Resource Management

The practice of efficiently managing an application's resources, such as memory and file handles.

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User-Centered Design

An approach to design focusing on the needs and wants of the user.

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Method Decomposition

Breaking down a large method into smaller, more manageable sub-methods.

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Loops in Java

Control structures that repeat a block of code as long as a specified condition is true.

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Conditional Statements

Statements that execute different actions based on whether a specified condition is true.

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Data Encapsulation

The bundling of data and methods that operate on that data within a class.

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Accessors and Mutators

Methods for getting and setting the values of private instance variables.

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Code Reusability

The practice of using existing code for new functions to improve efficiency.

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Functionality Testing

Validation process to ensure that a piece of software functions as intended.

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Performance Testing

Assessment of the speed and responsiveness of a program.

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Usability Testing

Evaluating a product by testing it with real users.

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Systematic Testing

An organized method to test software to find defects.

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Version Control Systems

Tools for managing changes to source code over time.

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Code Review Process

A systematic examination of computer source code.