Comp Sci Midterm

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  1. Accessor
    A method that accesses an object but does not change it
  2. action listener
    an object of a listener class that is attached to a button
  3. activation bar in sequence diagrams
    the bar in a sequence diagram that indicate when a method is called
  4. aggregation
    the has relationship between classes
  5. agile methodology
    An iterative method of determining requirements for a project in a highly flexible and interactive manner. Each iteration involves a team working through a full software development cycle, including planning, requirement analysis, design, coding, unit testing, and acceptance testing.
  6. association
    the relationship between classes in which one can navigate from objects of one class to objects of the other class, usually by following object references
  7. awt
    the java toolkit for interacting with platform-specific user-interface components and events
  8. big ball of mud
    an anti-pattern; it is a haphazardly structured, spaghetti code jungle
  9. class diagram
    a diagram that depicts classes and their relationship
  10. cohesion
    a class is cohesive if its features support a single abstraction
  11. coupling
    the degree to which classes are related to each other by dependency
  12. CRC
    An index representing a class, listing its responsibilities, and its collaborating classes
  13. dependency
    the uses relationship between classes, in which one class needs services by another class
  14. design patterns
    a description of a design problem and a proven solution
  15. don't repeat yourself
    every distinct concept and/or piece of data should live in one, and only one place
  16. encapsulation
    the hiding of implementation details
  17. extreme programming
    • takes the best practices to an extreme level. It focuses on five values:
    • communication
    • simplicity
    • feedback
    • courage
    • respect
  18. facade
    A design pattern that teaches how to simplify a subsystem of multiple classes by introducing a façade class that exposes all capabilities of the subsystem methods.
  19. factory method
    a method that constructs a new object
  20. inheritance
    the is a relationship between a more general superclass and more specialized subclass
  21. interfaces
    the methods and fields of a class that are not private
  22. iterable
    a design pattern that teaches how to access the elements of an aggregate object
  23. law of Demeter
    a design guideline that states that a method should not operate on global objects or objects that are a part of another object
  24. layout manager
    a class that arranges user interface components inside a container
  25. lifeline in sequence diagrams
    the vertical line below an object in a sequence diagram that indicates the time during which the object is alive
  26. listener
    an object that is notified by an event source when an event occurs
  27. mouse listener
    The listener interface for receiving "interesting" mouse events (press, release, click, enter, and exit) on a component.
  28. mouse motion listener
    the listener interface for tracking mouse moves and mouse drags
  29. multiplicity (or cardinality)
    the ability to specify the number of elements of some collection of elements
  30. mutator
    a method that changes the state of an object
  31. MVC
    an architecture that decouples the state, visual representations, and manipulation mechanisms of a data structure
  32. object
    entities in a computer program that have three characteristic properties: state, behavior, and identity
  33. object oriented programming
    designing a program by discovering objects, their properties and their relationships
  34. observer
    a design pattern that teaches how an object can notify other objects about events
  35. partial ordering
    • a relation between elements in a set that fulfill certain properties:
    • transitivity
    • reflexivity
    • antisymmetry
  36. polymorphism
    selecting a method among several methods that have the same name on the basis of actual types of the implicit parameters
  37. principle of least surprise
    The design of an interface should match the user's experience, expectations, and mental models.
  38. sequence diagram
    a diagram that depicts a sequence of method calls
  39. singleton
    a class that has exactly one instance
  40. software engineering
    The practice of creating and maintaining software applications by applying technologies and practices from engineering, computer science, project management, application domains and other fields.
  41. state diagram
    a diagram that depicts state transitions and their causes
  42. swing
    A Java toolkit for developing graphical user interfaces (GUIs). It includes elements such as menus, toolbars and dialog boxes
  43. total ordering
    • an ordering relationship in which all elements can be compared to each other including:
    • transitivity
    • reflexivity
    • antisymmetry
    • totality
  44. UML
    Unified modeling language- a notation for specifying, visualizing, constructing, and documenting the artifacts of software systems
  45. use case
    a sequence of actions that yield a result that is of value to an actor
  46. waterfall methodology
    A sequential process model of software development, consisting of analysis, design, implementation, testing, and deployment
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Comp Sci Midterm
2013-03-11 17:41:17
Comp Sci

Comp Sci Midterm
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