Podcast
Questions and Answers
In object-oriented programming, what is the primary function of encapsulation?
In object-oriented programming, what is the primary function of encapsulation?
- To define the interface for interactions that occur between objects.
- To create multiple instances of a class with different data types.
- To allow direct access to an object's data from anywhere in the program.
- To combine data and actions into a single component, hiding the internal structure and implementation. (correct)
What is the significance of a 'static' member in a class?
What is the significance of a 'static' member in a class?
- It belongs to the class itself rather than any specific instance, and its value is shared among all instances. (correct)
- It ensures that that the class can only be used once.
- It indicates the member's value cannot be changed after initialization.
- It is a constant value.
What is the main goal of the Open Source movement in programming?
What is the main goal of the Open Source movement in programming?
- To create proprietary software that is only available to paying customers.
- To promote learning, understanding, and the free exchange and modification of software source code. (correct)
- To develop software with restricted functionality to avoid competition.
- To enforce strict licensing agreements that limit the use of software.
Modern programming languages support internationalization by:
Modern programming languages support internationalization by:
What distinguishes a method from a procedure in the context of programming?
What distinguishes a method from a procedure in the context of programming?
What is the purpose of access modifiers (private, protected, public) in object-oriented programming?
What is the purpose of access modifiers (private, protected, public) in object-oriented programming?
How does inheritance contribute to code reusability in object-oriented programming?
How does inheritance contribute to code reusability in object-oriented programming?
Why is it important for programmers to give credit to the intellectual property of others?
Why is it important for programmers to give credit to the intellectual property of others?
When is it more appropriate to form groups of developers, compared to working alone?
When is it more appropriate to form groups of developers, compared to working alone?
What is the primary advantage of using modularity in program development?
What is the primary advantage of using modularity in program development?
What is the role of a constructor in object-oriented programming?
What is the role of a constructor in object-oriented programming?
Which data type is most suitable for representing a student's name?
Which data type is most suitable for representing a student's name?
When might a programmer choose to use a long
data type instead of an int
data type for an integer?
When might a programmer choose to use a long
data type instead of an int
data type for an integer?
In the context of object-oriented programming, what does the term 'identifier' refer to?
In the context of object-oriented programming, what does the term 'identifier' refer to?
What is the difference between primitive data types and reference data types?
What is the difference between primitive data types and reference data types?
How does polymorphism enhance code flexibility and maintainability?
How does polymorphism enhance code flexibility and maintainability?
What is the main purpose of a UML class diagram?
What is the main purpose of a UML class diagram?
What does the term 'instantiation' refer to in object-oriented programming?
What does the term 'instantiation' refer to in object-oriented programming?
In the context of a UML class diagram, what does a line connecting two classes typically represent?
In the context of a UML class diagram, what does a line connecting two classes typically represent?
What does LIFO stand for, in the context of data structures?
What does LIFO stand for, in the context of data structures?
When is recursion a suitable approach to problem-solving?
When is recursion a suitable approach to problem-solving?
In a binary tree, which of the following statements is generally true?
In a binary tree, which of the following statements is generally true?
In the context of queue data structures, what does 'enqueue' generally refer to?
In the context of queue data structures, what does 'enqueue' generally refer to?
What is the purpose of having coding conventions in programming?
What is the purpose of having coding conventions in programming?
Flashcards
Recursion
Recursion
Specific approach to problem solving where the solution depends on smaller instances of the problem
Object
Object
An abstract entity describing data and actions it can perform.
Class
Class
Template for creating objects; defines data and actions.
Calling Methods
Calling Methods
Signup and view all the flashcards
Unified Modeling Language (UML)
Unified Modeling Language (UML)
Signup and view all the flashcards
UML Class Diagram
UML Class Diagram
Signup and view all the flashcards
Association
Association
Signup and view all the flashcards
Dependency
Dependency
Signup and view all the flashcards
Aggregation
Aggregation
Signup and view all the flashcards
Inheritance
Inheritance
Signup and view all the flashcards
Data Types
Data Types
Signup and view all the flashcards
Integer Numbers
Integer Numbers
Signup and view all the flashcards
Real Numbers
Real Numbers
Signup and view all the flashcards
Booleans
Booleans
Signup and view all the flashcards
Strings
Strings
Signup and view all the flashcards
Parameter
Parameter
Signup and view all the flashcards
Argument
Argument
Signup and view all the flashcards
Encapsulation
Encapsulation
Signup and view all the flashcards
Polymorphism
Polymorphism
Signup and view all the flashcards
Information hiding
Information hiding
Signup and view all the flashcards
Libraries of Objects
Libraries of Objects
Signup and view all the flashcards
Modularity
Modularity
Signup and view all the flashcards
Class
Class
Signup and view all the flashcards
Primitive
Primitive
Signup and view all the flashcards
Methods
Methods
Signup and view all the flashcards
Study Notes
- Notes on Recursion and Data Structures in Computer Science
Recursion
- Recursion is a computer science approach to problem solving.
- The solution is based on smaller instances of the same problem.
- In programming, a procedure calls itself until a terminating condition is met.
- Recursion doesn't require specific repetition constructs like
while
orfor
loops. - It breaks down a problem into smaller, manageable subtasks.
- Most algorithms presented recursively can also be presented iteratively.
Stack ADT Features
- Stacks consist of a "chain" of data.
- Elements are "pushed" onto the top of the stack for storage.
- Elements are "popped" from the top of the stack for retrieval.
- Stacks operate on the LIFO (Last-In, First-Out) principle.
- Attempting to access an element from an empty stack results in an error, which should be avoided.
Queue ADT Features
- Queues are made of a "chain" of data.
- Elements are "enqueued" at the back of the queue.
- Elements are "dequeued" from the front of the queue.
- Queues operate on the FIFO (First-In, First-Out) principle.
- Trying to access an element from an empty queue causes an error and should be avoided.
Binary Tree ADT Features
-
Trees are made of nodes with two pointers.
-
One pointer is to a smaller element node, and one to a greater element node.
-
Trees assemble from the root node.
-
The root node contains the middle value of the whole set in a balanced tree.
-
Trees are naturally sorted.
-
Searching is done in a binary manner.
-
Standards and Conventions in Programming
Importance of Standards and Conventions
- Standards and conventions simplify processes, enabling international collaboration.
- A common understanding prevents miscommunication and makes it easier to work together.
- Lack of uniformity can lead to difficulties in understanding and communication.
- International conventions allow for a common language.
Standards in Programming
- Programming has its own conventions for global collaboration and code exchange.
- Following coding conventions reduces costs of software, especially during maintenance.
- Code is easier to understand, alter, and maintain when using standards as most maintenance is done by someone other than the author.
Common Coding Conventions
-
Language conventions use English to remove language barriers.
-
Comment conventions include "block" (or prologue) and "line" (or inline) comments.
-
Block comments in Java use
/*
and*/
delimiters and can span multiple lines. -
Line comments in Java are marked with
//
. -
Comments are used to summarize code.
-
Object-Oriented Programming (OOP) Concepts
Object and Class
- An object is an abstract entity with data and actions.
- It can correspond to real-world entities and follows OOP's design practices.
- Instantiation is the process of creating a specific object from a class template.
Class
- A class defines abstract object entities.
- It does not use memory until an object is created.
- A specific object of a class needs to be built before usage.
Calling Methods
- Called methods send messages to an object to perform actions in OOP.
- An object has data that is specific and accompanies the execution of a program.
- Classes (from which specific objects are instantiated) do not occupy memory in a program; they are blueprints.
- A specific object from the class makes use of data and actions.
Unified Modeling Language (UML)
- UML is a way to visualize software design.
- It has become the standard for modeling object-oriented programs.
- Used to define different types of diagrams but the class diagram is mainly used.
- UML activity diagram is a modern extension of flow charts.
- The goal of the UML class diagram is to depict classes and their collaborations in an object-oriented program.
- Classes are shown as three-tier compartments that illustrate classes as rectangles divided into compartments.
UML Class Diagram Compartments
-
The top compartment signifies the name of the class.
-
The middle lists all the data that the object will hold.
-
The last lists all the actions an object can perform.
-
DataType: dataName describes the data.
-
Action Presentation and Class Associations
Action Presentation
- Actions are presented in "returnType: actionName(inputType)" form.
- Input type is the type of data required by the specific action.
- Return type is the data type returned by the action after completion.
- If missing, depicts action that doesn't return any data.
Class Relationships and Diagrams
- UML class diagrams also show how classes collaborate.
- Associations are connections between classes, represented by a line.
- UML class diagrams can be complex due to increasing size and incorporating more information.
- Each association has two roles, each with a direction.
Roles
- Roles don't have to be named, but names clarify.
Multiplicities
- Associations have multiplicities at each end, indicating the objects linked to another class.
Inheritance
-
Inheritance uses likeness to an advantage.
-
It's displayed with a hollow arrow.
-
UML class diagrams can use just the names of the classes.
-
It can focus on the associations, roles, multiplicities, and inheritance.
-
UML Relationships: Association, Dependency, Aggregation, and Inheritance
Association
- The simplest relationship between 2 or more objects.
- One or two role labels signify type of association.
Dependency
- Dependency is a "USES" relationship.
Aggregation
- Aggregation signifies that one object belongs to another exclusively.
- There's a parent and child object.
- Lifecycles of parent and child objects are independent.
- Aggregation is a "has" relationship.
- A hollow diamond indicates an aggregation relationship.
Inheritance
- Inheritance is where one object is a specialized form of another.
- A subclass is a specialized form of a superclass.
- Indicated by a hollow triangle for inheritance relationships.
Object Dependency
-
Dependencies are directional.
-
Solution finding involves dealing with interdependent objects.
-
Dependencies decrease code reuse and increase maintenance overheads.
-
Data Classification in Programming
Example Scenario: Vehicle Classification
- A store that sells different types of vehicles is used as an example.
- The computer program classifies vehicles as a tree structure
- VehicleType object inherits properties from the Vehicle class.
- The Automobile class is associated with the VehicleType object through a member variable.
Data Types
- Data types allow the programs to classify data into different types.
- Common data types include integer numbers, real numbers, Booleans, and strings.
Integer Numbers
- Represent a finite subset of the mathematical integers.
- Depending on the system, every integer is represented by a specific number of bits.
Real Numbers
- Real numbers contain fractional values.
- Real numbers are approximated, balancing range and precision.
- Two data types: float and double allow representation of floating points.
- Double is more precise and represents larger values than float.
Booleans
- Booleans are data that represent only two values: True or False.
Strings
- Strings are a series of characters mainly used to display information.
Data types
-
Data items must be represented by different data types.
-
Integer, floating point, string and Boolean data types represent data.
-
Parameters in Object Actions
Objects and Actions
- Objects have data and actions.
- The Vehicle class relies on the Engine class; Gas and Electric Engine classes are of type Engine.
- The Vehicle class knows how much distance via the action must travel via goForward(int d).
- The Vehicle class calls the start() action from the Engine so that the goForward(int d) action takes place.
Actions
-
The values from actions can be passed as parameters as discussed in Chapter 4.
-
Different language terms like procedure, function, method, and subroutine refer to actions.
-
An implemented object action is a sequence of instructions doing a specific task.
-
In Java, methods signify subprograms that return values or pass variables.
-
Name of Parameter describes what is used; the Argument is the data passed into actions.
-
OOP Features: Encapsulation and Inheritance
Encapsulation
- Encapsulation puts both data and action as a single component.
- Classes structure is made unmodifiable and accessed via methods.
- Encapsulation is similar to using encapsulation when accessing salary.
Inheritance
-
Refers to an object that is a parent, and how they are passed down.
-
OOP uses inheritance widely in order to make derived classes from existing classes.
-
Derived classes inherit the existing classes.
-
Both student and professor classes inherit from parent classes as parent classes make the former.
-
Polymorphism, Static vs, Dynamic Polymorphism
Introduction to Polymorphism
- Polymorphism means "many" where it takes many forms.
- Multiple forms include int and float.
Static Polymorphism
- The compiler determines the method to be called based on method signatures and parameters.
Dynamic Polymorphism
- A subclass overrides actions of the superclass.
- Subclasses can alter parent class actions to be specific to their needs.
Abstract Methods
- Primitive datatypes are datatypes that are predefined.
- Complex datatypes are complex.
- There is standardization and implementation.
– Encapsulation, Inheritance and Polymorphism in Detail ###Encapsulation
- Plays the role of protection to prevent data and actions being accessed from unwanted behavior
- Data and actions are only accessible in specific, predefined ways.
Advantages of Encapsulation
- Data in a class can be made read only.
- Classes can alter how data is stored.
- The system is easier to maintain due to classes taking place without external changes.
Advantages of Inheritance
- Inheritance means an object is specialized from another object
- Extensibility: All child classes inherit the actions and data of a parent class
- Reusability: Child classes inherit actions and data that won't need to be re-altered.
- Information is hidden to specify which actions and data are available in child classes.
- Classes can override their actions to improve on parent actions.
Advantages of Abstraction
- An object action in subclasses can improve on the original.
Polymorphism and the Reuse of code
- Object actions can have the same parameter lists and processes
- Subclasses can alter their parent class actions.
- Inheritance and polymorphism helps polymorphism be compatible.
Collections and Classes
-
Libraries of objects are collections of classes for a programmer developing a program.
-
Object-Oriented Programming: Object reuse with team management and disadvantages
Team building
- When working as individuals (solo) , the process from development , testing, and development cycle helps developers be aware the project
- This helps developers get feedback and quicker changes compared to those working as teams
Cons
- One may have to oversee multiple projects needing more time than dedicated time
Benefits of team
- Helps better for larger project.
- Team members bring to the table ideas vs solo
- Some offset others
- Teams need well mannered communications
- Team meetings are slow
Modularity
-
Process involving separate subprograms before construction
-
When something increases in size, design is tough
-
This provides re-usability
-
Less needs for more codes to be written
-
Team support provides team that can work on these programs separately The program is comprised of simple code • Box functions change without others.
-
OOP Concepts: Classes and Objects
Class Definitions
- Classes in OOP define a template for objects, setting the blueprint. These include data and functions.
Identifier
- An identifier names an entity, using alphanumeric sequences and underscores, without starting with digits.
Primitive
-
Functions of primitive is to set values to objects.
-
Class Terminology and Primitive Types
Class Definition and Instantiation
- A class defines a template (blueprint) through which objects are is created from.
- Classes provide data and actions
Identifiers
- Identify data and actions and are used for code
- Alphanumeric codes do not begin with code
Primitive Data Types
- They are used as defined as a base.
Instance Variables
- Defined as a Class object for the purpose of the class' definition
- This lets objects alter without object change
Parameter Variables
- Data that is passed, an integer named hours, is named the sleep
- Sleep takes values that need to go to sleep action
Local Variable-
-
-Defined inside code, used with action
-
Objects: Actions and Methods
Methods
- Methods are classes for actions
- Methods describe objects
- Accessor methods help find code data
- Mutator methods can find code change
Constructors and signatures
- Constructor Methods find code values so it initializes those
Local, protected and public methods
- Signatures and methods are needed to find code
Protected methods
- They are only accessible in code and subclasses
Public commands
- This can be accessed by any code.
Inheritance and Static Variables
-
Extending
- Sections on inheritance have looked and have looked on how one can improve from one
-
Student
-
Student extends data to to professors class, professor and students need to be in the same level
-
Classes share properties
-
Can change with affecting change in all
-
Studying That Suits You
Use AI to generate personalized quizzes and flashcards to suit your learning preferences.