Definition
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Term
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D.1 - Objects as a Programming Concept
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Abstract entity that has data (properties and attributes) and can perform actions/methods.
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Object
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"General blueprint"/Template for creating above. Example: Door
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Class
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Specific objects of above. Example: Screen door
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Instantiation
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Represents classes as three compartments: Name, data/variables, actions/methods. Also depicts connections between multiple classes.
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UML class diagram
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Breaking down problem into related objects in order to reduce complexity
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Decomposition
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One object depends on other objects, cannot function otherwise; this increases maintenance overheads. Represented with dashed arrow. Example: Vehicle uses an Engine
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Dependency/Uses
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One object belongs to another object and none other. Example: Department has a Teacher, who cannot belong to another department unless this Department no longer exists.
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Aggregation/Has a(n)
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Child/Subclass is a specialized form of parent/superclass, i.e. child/subclass has all data and actions/methods of parent/superclass; code will not have to be rewritten. Example: Student is a Person
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Inheritance/Is a(n)
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Whole numbers. Represented by int or long, for example.
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Integer
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Numbers with decimal or fractional values.
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Real number
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Only holds two conditions: true or false.
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Boolean
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Series of characters. Not really a primitive data type but a reference class
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String
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Name of information passed to method
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Parameter
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Value passed onto method via above
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Argument
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D.2 - Features of OOP
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Inclusion of both data and actions/methods into single component; access to such data and actions from outside of class is thereby restricted.
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Encapsulation
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When multiple methods have same name but with different parameters (static), or when subclass overrides method of its superclass such that new method has different functions (dynamic).
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Polymorphism
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Collections of pre-written classes that can be used by programmer while developing program.
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Libraries of objects
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Contrary to solo developer, can handle larger projects with more ideas but effective communication is required.
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Programming team
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Dividing complex and large program into smaller sub-programs that can be implemented and tested on their own. These sub-programs may be reused in other programs.
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Modularity
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D.3 - Program Development
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Identifies an entity (as name suggests). Examples: name, gender, age
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Identifier
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Keyword that serves as basic building block. Examples: char, int, double, boolean
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Primitive
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Values of data from class unique to each object. Example: age
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Instance variable
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Data items passed to and from actions/methods. Can only be accessed inside the method that declares it.
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Parameter variable
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Declared inside blocks/scope of code such as in methods/actions or loops.
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Local variable
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When called, reads specific data value of object.
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Accessor method
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When called, modifies data value of object.
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Mutator method
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Special methods that allow creation of instantiations of objects to be created
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Constructor
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Includes method name, parameters, and types. Example: setPrice(int price)
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Signature
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Value that is passed back when method is called
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Return value
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Can only be accessed by class defining it
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private
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Above condition + subclasses
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protected
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Any class can access it
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public
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"Inherits from"
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extends
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Belongs to class instead of specific instance; all objects share same value.
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static
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Holds any value from -2^31 to (2^31)-1, inclusive
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int
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Holds any value from -2^63 to (2^63)-1, inclusive
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long
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Can represent decimals
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double
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Represents Unicode character
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char
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Runs by: 1 - Declaring and initializing control variable, 2 - Checking if boolean expression is true (runs if true, terminates otherwise), 3 - After code is run, control variable is updated, 4 - Repeat 2. Common example: (int i = 0; i < n; i++)
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for loop
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Runs if boolean expression evaluates to true.
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while loop
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Holds fixed number of elements of same type (length is established during array initialization). Example: int[] ages = new int[10];
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Static array
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Examples include support for non-English text, date and time formatting, complex symbols, and localized content.
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Internationalization
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