Object Orientated Design Flashcards

1
Q

Object Orientation

A

Organise the software as a collection of discrete objects that incorporate data structure and behaviour.

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2
Q

Reusability

A

Objects, if defined well, are reusable in different situations.

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3
Q

Object

A

Something you can interact with, and behaves differently depending on the state that it is in.
Contains:
- behaviour
- state
- identity

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4
Q

Object State

A

The data which encapsulates it.

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5
Q

Object Behaviour

A

The way an object acts and reacts.

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6
Q

Object Interface

A

An object’s public interface defines which messages it will accept.
Objects may have several interfaces which are viewpoints on the methods provided.

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7
Q

Purpose of classes

A
  • Encapsulation
  • Convenient way of describing a collection of objects which have same properties
  • Classes are used in the same way that types are used in other languages.
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8
Q

Inheritance

A

Sharing attributes and operations among other classes based upon hierarchy.
Composition is normally better.

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9
Q

Polymorphism

A

Allows programmer to use subclasses anywhere that a superclass exists.

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10
Q

Dynamic Binding

A

Objects determines which code to execute as the result of a method call on a base type.

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11
Q

UML Uses

A
  • specifying
  • visualising
  • documenting
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12
Q

Noun Analysis

A

Analyses documentation in terms of nouns, and which ones can be used as classes.
Every noun is a class, but not every class is a noun.
Nouns can either be a class name or an attribute name.

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