Definitions Flashcards
Actor
Individuals who interact with a system in a use case diagram or a sequence diagram.
Alpha Testing
Tests performed by the programming team during the implementation phase.
Beta Testing
Tests performed by a group of clients or users prior to accepting the software.
Circular Queue
A queue which uses a system where only the start and end pointers move, allowing the array to behave as if its spaces were arranged in a circle.
Class
A class in object oriented programming is code which defines the data of an object of that type can use (its instance variables) and what it can do (its methods) .
Class Diagram
A table containing the name of a class together with its instance variables and its methods.
Concurrency Control
In concurrent computing, ensuring that threads operate in the correct sequence and priority.
Data Integrity
When data transfer between components hardware or software components occurs without errors.
Deadlock
where two threads are competing for the same resource resulting in neither completing is operation.
Driver
A piece of code designed to test a function or procedure in an incomplete program.
Elision
Natural language segment text within psuedocode describing a process in the algorithm which needs to be expanded.
Encapsulation
a characteristic of objects in object-oriented programming which means that objects are closed systems which cannot be altered from outside.
Extreme Programming
A type of agile software development involving frequent communication with the client, frequent releases and the expectation of several changes in requirements
Inference Engine
The logic used by declarative programming language to match a query with the facts and rules in its knowledge base.
Inheritance
Used in object oriented programming, the sharing of characteristics between a class of objects and a newly created sub-class. This allows code re-use by extending an existing class.
Instance Variables
In object oriented programming the instance variables if an object are the data items which that object uses .
Instantiation
The creation of a new object from a class.
Knowledge Base
The facts and rules which constitute a program which uses the declarative programming paradigm
LIFO
Last in first out queue structure
Linked List
A linked list is a list whose data items have a link to the next data item in the list, allowing it to expand and contract dynamically.
Methods
In object oriented programming this refers to the behaviour of an object and how it can manipulate instance variables. Methods are defined inside the class which was used to create the object.
Modularity
In object oriented programming this refers to the behaviour of an object and how it can manipulate instance variables. Methods are defined inside the class which was used to create the object.
Nested Loop
A computational construct consisting of a fixed loop within another fixed loop.
Object
in object oriented programming an object created from a class. An object inherits both methods and instance variables from the class which created it.
Overflow
The error when an attempt is made to push an item of data onto a stack or queue which is full.
Pop
to retrieve an item from a stack or queue.
Procedural Programming
a programming paradigm where a series of commands are executed in sequence.
Properties
In object oriented programming the properties of an object are the instance variables or data items which that object uses.
Prototype
A working model designed for the evaluation which may not have all the features of the final program.
Push
To place an item of data in a stack or queue.
Queue
An array of data items where items placed on a queue are added to the end and retrieved at the front. A queue operates on a FIFO principle.
Race Condition
Where two threads simultaneously operate on the same data, but different timings result in unpredictable results.
Record
A record is a data structure which can contain data items of different types.
Recursion
A common declarative programming technique where code repeatedly calls itself until a simple base fact is identified.
Resource Starvation
Where one thread in a concurrent program accesses a resource locking lower priority threads as a result.