Test 2 Flashcards

1
Q

represent real-world things, are described by attributes and can carry out behavior (operations, usually called methods).

A

Software objects

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2
Q

enable objects to communicate and collaborate to accomplish some task

A

Messages

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3
Q

reclaims the space used by objects when they are no longer needed by the program that created them.

A

Garbage collection

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4
Q

enable us to group similar objects and share the definition of elements between related objects, so that we don’t have to repeat ourselves.

A

Classes

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5
Q

results in faster and simpler development, more robust code and easier maintenance.

A

Reusing code

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6
Q

A tool for code sharing and high-level modeling.

A

Inheritance

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7
Q

Classes can be grouped into more general concepts and class can get some of its characteristics from a parent class

A

Inheritence

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8
Q

Class that has at least one method without code

A

Abstract

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9
Q

Class that all the methods contains lines of code.

A

Concrete

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10
Q

stop us misusing values by forcing us to declare how we intend to use a value.

A

Type systems

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11
Q

enables a variable to hold different types of value and a message to be associated with more than one method. The specific type of value or method applicable in any case is determined at run time.

A

Polymorphism

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12
Q

the compiler can automatically convert between types of variable:

the programmer must specify that an object is to be considered as a different type:

A

implicit casting

explicit casting

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13
Q

a generic class uses parameters to refer to the types of objects that it expects to deal with.

A

Templates in Java

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14
Q

requirements, analysis , system design, subsystem design, specification, implementation, testing, deployment and main tenance and how they can be used in a combination of spiral, iterative and incremental methodologies.

A

The classical phases of software production

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15
Q

describes how we construct a system:

describes how the system should behave when it’s running:

A

Static modeling

dynamic modeling

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16
Q

is used in the rest of this book

A

The UML notation and the Ripple methodology that

17
Q

is something that we build in order to try out some of the functions of the finished product. It doesn’t need to be elegant, or industrial strength, because it’s just an experiment. We should set it aside once it has served its purpose and start afresh.

is similar to a prototype, except that we retain some or all of the code through to completion of the project .

is a project or a piece of software designed to demonstrate the feasibility of some technology or group of technologies. For example, we might need to convince a customer that we’re qualified on a particular project or we might need to convince management to adopt a new approach to software production.

A

software prototype

Production prototype

proof-of-concept

18
Q

A static type system detects abuses at _______ time

a dynamic type system waits until _______ time.

A

compile

run

19
Q

Who are the three amigos:

A

Grady Booch
Ivan jacobson
James rumbaugh

20
Q

What did the three amigos do:

A

Created UML as a single comple notion for describing object models

21
Q

When did the three amigos do this:

A

1995