OOP 2 Flashcards

1
Q

It is a standardized general-purpose graphical language for modeling object oriented software.

A

Unified Modeling Language

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2
Q

What is UML?

A

Unified Modeling Language

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3
Q

They developed UML.

A

Object Management Group

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4
Q

What year was UML developed?

A

1990s

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5
Q

UML combines the ideas of these three people.

A

Rumbaugh, Booch, and Jacobson

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6
Q

Used to graphically describe the design of a software.

A

Unified Modeling Language

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7
Q

It provides a vocabulary and the rules for combining words for the purpose of communication.

A

Language

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8
Q

It is a language whose vocabulary and rules focus on the conceptual and physical representation of a system.

A

Modeling Language

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9
Q

It is the standard language for software blueprints.

A

Unified Modeling Language

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10
Q

Two approaches in Modeling a software system

A

Algorithmically
Object-Oriented

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11
Q

An approach in modeling that becomes hard to focus on as the requirements change.

A

Algorithmically

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12
Q

An approach in modeling that models more closely to real world entities

A

Object-Oriented

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13
Q

What are the three major elements in the conceptual model of UML

A

Building Blocks
Rules
Common Mechanisms

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14
Q

What are the Building Blocks of UML?

A

Things
Relationships
Diagrams

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15
Q

What are the kinds of things in the UML?

A

Structural Things
Behavioral Things
Grouping Things
Annotational Things

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16
Q

Are the nouns of UML Models

A

Structural Things

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17
Q

What are the structural things collectively called?

A

Classifiers

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18
Q

What elements do Structural Things represent?

A

Conceptual or Physical

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19
Q

These are the mostly static parts of a model.

A

Structural Things

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20
Q

What are the 7 Structural Things

A

Class
Interface
Collaborations
Use Case
Component
Nodes
Active Class
(Artifacts)

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21
Q

Is a description of a set of objects that share the same attributes, operations, relationships, and semantics.

A

Class

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22
Q

What are the Conceptual or Logical Things?

A

(Class)
Interface
Collaboration
Use Case
Component
Active Class

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23
Q

What are the Physical Things?

A

Nodes
Artifacts

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24
Q

It is a collection of operations that specify a service of class or component.

A

Interface

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25
Q

It describes the externally visible behavior of that element

A

Interface

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26
Q

It might represent the complete behavior of a class or component or only a part of that behavior

A

Interface

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27
Q

It defines a set of operation specifications but never a set of operation implementations.

A

Interface

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28
Q

Defines an interaction and is a society of roles and other elements that work together to provide some cooperative behavior that’s bigger than sum of all the elements.

A

Collaboration

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29
Q

Is a description of sequences of actions that a system performs that yield observable results of value to a particular actor.

A

Use Case

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30
Q

It is used to structure the behavioral things in a model.

A

Use Case

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31
Q

It is realized by collaboration.

A

Use Case

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32
Q

Is a class whose objects own one or more processes or threads and therefore can initiate control activity.

A

Active Class

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33
Q

Is just like a class except that its objects represent elements whose behavior is concurrent with other elements

A

Active Class

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34
Q

Is a modular part of the system design that hides its implementation behind a set of external interfaces.

A

Component

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35
Q

It is a physical and replaceable part of a system that contains physical information

A

Artifact

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36
Q

Is a physical element that exists at run time and represents a computational resource, generally having at least some memory and, often, processing capability.

A

Node

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37
Q

Are the dynamic parts of UML models

A

Behavioral Things

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38
Q

These are the verbs of a model, representing behavior over time and space

A

Behavioral Things

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39
Q

Three Primary Kinds of Behavioral Things

A

Interactions
State Machines
Activities

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40
Q

Is a behavior that comprises a set of messages exchanged among a set of objects or roles within a particular context to accomplish a specific purpose.

A

Interaction

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41
Q

Is a behavior that specifies the sequences of states an object or an interaction goes through during its lifetime in response to events together with its responses to those events.

A

State Machine

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42
Q

It is a behavior that specifies the sequence of steps a computational process performs

A

Activity

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43
Q

Are the organizational parts of UML models

A

Grouping Things

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44
Q

These are the boxes into which a model can be decomposed.

A

Grouping Things

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45
Q

The one and only primary kind of grouping thing

A

Packages

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46
Q

It is a general-purpose mechanism for organizing the design itself, as opposed to classes, which organize implementation constructs.

A

Package

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47
Q

It only exists at development time and not at run time

48
Q

Exist in both development time and run time.

A

Components

49
Q

Are the explanatory parts of UML models

A

Annotational Things

50
Q

The one and only primary kind of Annotational Thing

51
Q

Is simply a symbol of rendering constraints and comments attached to an element or a collection of elements

52
Q

The four kinds of relationships in UML

A

Dependency
Association
Generalization
Realization

53
Q

Is a semantic relationship between two model elements in which a change to one element may affect the semantics of the other element

A

Dependency

54
Q

Is a structural relationship among classes that describes a set of links

A

Association

55
Q

A connection among objects that are instances of the classes

56
Q

Is a special kind of association representing a structural relationship between a whole and its parts.

A

Aggregation

57
Q

a relationship in which the specialized element builds on the specification of the generalized element

A

Generalization

58
Q

Another term for a specialized element

59
Q

Another term for generalized element

60
Q

Is a semantic relationship between classifiers, wherein one classifier specifies a contract that another classifier guarantees to carry out.

A

Realizations

61
Q

Two places where you’ll encounter realization relationships

A

between interfaces and the classes or components that realize them

between use cases and the collaborations that realize them

62
Q

Is the graphical presentation of a set of elements, most often rendered as a connected graph of vertices and paths

63
Q

A _____ is a projection into a ____.

A

Diagram; System

64
Q

Represents and elided view of the elements that make up a system.

65
Q

Shows a set of classes, interfaces, and collaborations and their relationships.

A

Class Diagram

66
Q

The most common diagram found in modeling object-oriented systems

A

Class Diagram

67
Q

Address the static design view of a system.

A

Class Diagram

68
Q

Shows a set of objects and their relationships

A

Object Diagram

69
Q

Represent static snapshots of instances of the things found in class diagrams

A

Object Diagram

70
Q

Shows an encapsulated class and its interfaces, ports, and internal structure consisting of nested components and connectors.

A

Component Diagram

71
Q

Shows a set of use cases and actors and their relationships

A

Use Case Diagram

72
Q

A special kind of class

73
Q

Kinds of Interaction Diagrams

A

Sequence Diagrams
Communication Diagrams

74
Q

Shows an interaction, consisting of a set of objects or roles, including messages that may be dispatched among them.

A

Interaction Diagrams

75
Q

Is an interaction diagram that emphasizes the time-ordering of messages

A

Sequence Diagram

76
Q

Is an interaction diagram that emphasizes the structural organization of the objects or roles that send and receive messages

A

Communication Diagram

77
Q

Emphasize temporal ordering

A

Sequence Diagram

78
Q

Emphasize data structure through which messages flow

A

Communication Diagram

79
Q

Shows the actual times at which messages are exchanged

A

Timing Diagram

80
Q

Shows a state machine, consisting of states, transitions, events, and activities.

A

State Diagram

81
Q

Shows the structure of a process or other computation as the flow of control and data from step to step within the computation.

A

Activity Diagram

82
Q

They are especially important in modeling the function of a system and emphasize the flow of control among objects

A

Activity Diagram

83
Q

Shows the configuration of run-time processing nodes and the components that live on them

A

Deployment Diagram

84
Q

Shows the physical constituents of a system on the computer

A

Artifact Diagram

85
Q

Shows the decomposition of the model itself into organization units and their dependencies

A

Package Diagram

86
Q

Is an interaction diagram that shows actual times across different objects or roles, as opposed to just relative sequences of messages.

A

Timing Diagram

87
Q

Is a hybrid of an activity diagram and a sequence diagram

A

Interaction Overview Diagram

88
Q

_____ takes precedence over _____!

A

Abstraction; Precision

89
Q

What principle states the 20/80 rule?

A

Pareto Rule

90
Q

What are the main principles shown on class diagrams

A

Classes
Associations
Generalization
Attributes
Operations

91
Q

It represents the class and the name of the class inside it

92
Q

Three Compartments of a Box

A
  1. For name of class
  2. For attributes
  3. For operations
93
Q

Symbols used in class notation

94
Q

Class notation symbol that means private

A

hyphen (-)

95
Q

Class notation symbol that means protected

96
Q

Class notation symbol that means public

97
Q

It is a relationship between two classes and is shown by a solid line between two classes

A

Association

98
Q

What do you call the instance of an association?

99
Q

Is a group of links with a common structure and common sesmantics

A

Association

100
Q

It indicates how many objects of the class at one end of the association can be linked to a single instance of the class at the other end of the association

A

Multiplicity

101
Q

Three types of Multiplicity

A

One-to-one
One-to-many
Many-to-many

102
Q

What does 0…1 mean in multiplicity?

A

Zero or One

103
Q

What does * mean in multiplicity?

A

from zero to any positive integer

104
Q

What does 1…* mean in multiplicity?

A

from one to any positive integer

105
Q

What are 1 and * respectively called in the form 1…*?

A

Lowerbound; Upperbound

106
Q

What is the default association name assumed when no association name is given?

107
Q

Is an association in which one class belongs to a collection

A

Aggregation

108
Q

are special associations that represent a ‘has a’ or a ‘whole/part’ relationship among peers

A

Aggregations

109
Q

Is also known as a strong aggregation

A

Composition

110
Q

An aggregation is represented by what symbol?

111
Q

A strong aggregation is represented by what symbol?

A

Solid Diamond

112
Q

Where is the diamond symbol attached in an aggregation?

A

attached to the aggregate

113
Q

Is the relationship between a more general class and a more specific class

A

Generalization

114
Q

It is represented with a small triangle pointing to the general class.

A

Generalization

115
Q

What rule does a generalization follow?

A

‘is a’ rule