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173 Cards in this Set

  • Front
  • Back

Selection structurer

Used when a programs logic can take 2 paths


Also know as an if then else structure

If-then structure

If the number is greater the 10 add 100 dollars

If-then-else

When a program has more than one alternate path



If a number is bigger than 10 add 100 dollars..else.. add 50 dollars

Comparison operators

<>= and the not equals to sign

Boolean Expression

Value can only be truer of false


Every decision a computer program evolves evaluating a Boolean expression


Binary

Compound condition

More than one selection structure to make decisions


Multiple questions before determining the outcome

And operator

And:


Evaluates two or more expressions in a single statement


One or more AND operators can combine two or more Boolean expressions


Requires all Boolean expressions to be true


Or operator

Takes action if one of the two is true


Requires at least one decision to be true


If both half’s false everything is false

Looping Structure

Makes the computer efficient and useful


One set off instructions can work. On multiple data sets


Consists of loop body and loop structure


Also called a while loop

Loop Body

Statements who think a loop

Loop Structure

Started with a test of a Boolean expression


Executes as long as the Boolean expression is true

Loop Controlled Variable

Value tested to control loop’s execution

What three actions that occur when using a loop control variable

Initialize LCV before entering the loop


Test loop controls variable. If true enter loop body


Alter LCV in loop body so the while expression eventually evaluates false

Ways to control repetition

Counter to create a definite loop


Sentinel value to create an indefinite loop

Using a definite or controlled loop

Initiate the counter


Enter the while loop


Set count number


Once Orr hits count it exits the loop and disco plays whatever

What are the methods for changing LCV

Incriminating adds to variable


Decreasing reduced value of a variable, test weather value remains higher than a benchmark value

Using a indefinite loop which a sentinel value

Looping expression based on a users input


Looping be done a different number of times each time its run

Priming input

First input that sets LCV’s first value

Sentinel value

Value that signals its time to stope the loop

Using Nesting Loops

A loop inside another loop


Outer loop: loop that contains the other loops or inner loop


Used when two or more variables values repeats to produce every combination of values

Loping Mistakes

Neglecting to initiate the LCV


Neglecting to alter the LCV


Using the wrong comparison with the LCV


Including statements inside the loop that belong outside the loop

Using the For Loop

Used when the program knows exactly how many times the program will repeat

How does a FOR loop work

Initiates the LCV


Evaluates the LCV


Alters the LCV


They look different in different languages.


Used for accumulating totals or gathering data

Step value

The amount by which the LCV changes after the body executes


Can be positive or negative


Does not have to be 1

Accumulator

Variable used to gather or accumulate values during repetitions


Must be initialized prior to entering the loop


value added to current value each time


Value is output at end of processing

Array

Consists of series or list of values


All values have the same data type


Differentiated with scripts


Sometimes refereed to as a table or matrix

Array element

Each item in an array is know as an element of the array


Occupies an area in memory next to the other elements


Same group name but unique script

Array Script

A nonnegative integer that indicates the position of the item. Within the array


Also called an index


Must be a sequence of integers


Usually starts with zero

Array Size

Indicates number of array elements


Determined when the array is declared

Array Declaration

Declaring structure containing multiple values


Variables have the same name and data type

Populating the array

Assigning values tot he array elements

Array Syntax

Square brackets usually hold the array elements subscripts

Benefits of using an array

Ability to use a variable as a subscription to the array


Allows loop to cycle through all elements in array


Same action taken for each array element


Shortens codes

Benefits of using an array

Ability to use a variable as a subscription to the array


Allows loop to cycle through all elements in array


Same action taken for each array element


Shortens codes

Using constants with arrays

To hold the size of the array


As the array values


As a subscript

Linear search

Search through a list from one end to another

Parallel arrays

Two arrays in which the elements in the same relative position of the other array

Searching the array for a Range Match

Range of values - any series of contiguous values between specific limits

Remaining within array bounds

When accessing array, ensure subscriber accesses location within the array


staying Within the array size

Remaining within array bounds

When accessing array, ensure subscriber accesses location within the array


staying Within the array size

Using for lop to process arrays

Used single statements


Easier to use

Modularization

Smaller part of a larger task


Also called methods, subroutines, functions, or procedures

Modularization

Smaller part of a larger task


Also called methods, subroutines, functions, or procedures

Advantages of Modularization

Provides abstraction


Simplifies the logic


Allows multiple programmers to work on a problem


Allows you to reuse work easily

Modularization

Smaller part of a larger task


Also called methods, subroutines, functions, or procedures

Advantages of Modularization

Provides abstraction


Simplifies the logic


Allows multiple programmers to work on a problem


Allows you to reuse work easily

Abstraction

Process of focusing on important properties while ignoring small details


Ex: do laundry


Doesn’t list every steep like “pick up the laundry basket”

Methods

Executes a single, finite task


Smaller methods are less complex and therefore more reliable

Reusability

Feature of modular programs that allows methods to be reused

Reliability

Feature of modular programs that indicates methods have been tested and proved to function properly

Modularizing a program

Application classes contain a main() method

Parts of a method

Header: contains method identifier and other information


Body:contains all statements in the north of


Return statement: marks the end of a method

Flowchart Conversion inn a method

Method call symbol: a rectangle with a bar across the top


Method name goes in the rectangle

Declaring variables and constants in a method

Usable only within the method


Considered local, in-scope, or visible


They go out of scope when the method ends

What do you need to know when calling a method

Name of method


What type of information to send to the method if any


What type of return data to expect from the method

Argument

Data item passed into a method from a calling program

Parmeter

Method receivers the argument into a parameter

Argument and parameters

Closely related


Calling methods sends an argument o a called method


Called method accepts the value as its parameter

Methods that can Reciever a single parameter

Methods that can receive a parameter must include the following information in the headers parentheses


- type of parameter


- local name for the parameter

Creating a method that requires multiple parameters

List arguments in method call separate by commas


List a data type and local identifier for each parameter in header’s parentheses separated by commas


Pass arguments in correct order

Passing a method by value

Copy of value is sent to the method


Stored in new memory location

Passing a method by reference

Address of original variable is sent to the method

Creating a method that controls variables

Variables declared within a method ceases to exist when methods ends


To retain a value, return the value to the calling method


- return type must match data type of value that is returned


- return types can be data type

Return type

The data type of the value that the method sends back to the location where the call is made

Passing a single array method

Same manner as passing a variable or constant

Passing the entire array in a method

Use square brackets to indicate that method parameter is an array


Pass by reference


Changes made to the array within the method are permanent

Overloading methods

Allows for diverse meanings for a single identifier


Multiple methods with the same name but different parameters list


Have different signatures

Overloading methods

Allows for diverse meanings for a single identifier


Multiple methods with the same name but different parameters list


Have different signatures

Polymorphism

Ability of a method to act appropriately according to the context


Ex: overloaded methods

Overloading methods

Allows for diverse meanings for a single identifier


Multiple methods with the same name but different parameters list


Have different signatures

Polymorphism

Ability of a method to act appropriately according to the context


Ex: overloaded methods

Ambiguous methods

Situation in which compiler cannot determine which method to use


Can occurs with an overloaded method

Overloading methods

Allows for diverse meanings for a single identifier


Multiple methods with the same name but different parameters list


Have different signatures

Polymorphism

Ability of a method to act appropriately according to the context


Ex: overloaded methods

Ambiguous methods

Situation in which compiler cannot determine which method to use


Can occurs with an overloaded method

Avoid ambiguous methods

Provide different parameter lists for methods with same name

Using predefined methods

All modern programming languages have predefined methods


EX: printing message on screen, mathematical operations like square root, selecting a random number


Methods already written

Features of object oriented languages

Classes - blue print


Objects


Polymorphism


Inheritance


Encapsulation

Classes

Describes objects with common attributes


Object: one instance of a class


Like a blue print from which many houses can be constructed

Objects

Everything is an object


Every object is a member of a more general class


Have predictable attributes because they are members of certain classes

Inheritance

Process of acquiring traits of one’s predecessors

Encapsulation

Process of combining an objects attributes and methods into a single package


Includes data that is frequently hidden from outside classes and methods

Class diagrams

Design tool that shows an overview of class requirements consists of a rectangle divided into three parts


- class name


- attributes name and fasts type


Method names and data types

The set methods

(Mutator Methods)


Set values of data fields within a class


Accepts data from outside and assigns it to a field

The get methods

(Accessor method)


Returns value to world outside of class


Return value can be used like any variable of its type

Work Methods

Called from another method in the same class


Does not communicate with the outside world


No values need to be passed in


No value is returned

Private access

Data type that’s has private access cannot be used by any method that is not part of the class

Public access

Class methods that have public access can be used by other programs and methods to access private data

Static methods

Methods for which no object needs to exist


Do not require THIS reference


Do not receive a THIS reference as an implicit parameter


Usually include the word static in the method header

Non static methods

Are instance methods

Composition

Using a class object as an attribute within another class

Command line

Input area to type system commands


Requires exact syntax when typing commands


Used to communicate with the computers OS

GUI

Graphic user interface


Based on graphics, icons, pictures, menus


Manipulates objects

Event driven programming

Caused by performing an operation on an icon


Action generates a message sent to object


Actions occurs in response to user-initiated events


- mouse click


Emphasis on objects that users manipulate


Program responds to user-initiated events


Users can initiate events in any order

Source of event

Component from which event generated


EX: a button a user can click

Listener

Object that is “interested in” an event


Waits for a response to event


EX: button is a listener for a mouse click


Objects must be defined as a listener and statements that constitute the event must be written

Possible events

Key press


Mouse click


Hover mover with mouse


Right click


Left click


Mouse drag

Possible events

Key press


Mouse click


Hover mover with mouse


Right click


Left click


Mouse drag

Common GUI components

Text box


Label


Check box


List box


Button

Instantiating objects

Occurred when using GUI components


Each object belongs to a pre written class

General GUI design Princibles

Interface should be natural and predictable


Interface should be attractive, easy to read, and non distracting


Programs should allow some user customization


Programs should be forgiving


GUI should be a means to an end

GUI design purpose

Help users se available options

GUI design purpose

Help users se available options

GUI Design purpose

Help user see available options


Allow ordinary use of components


Not force user to concentrate on how to interact with application

GUI design purpose

Help users se available options

GUI Design purpose

Help user see available options


Allow ordinary use of components


Not force user to concentrate on how to interact with application

Steps to developing a event driven program

Identify objects, design classes, establish communication


Plan logic


Code program


Translate program to machine language


Test program


Put program into production

GUI design purpose

Help users se available options

GUI Design purpose

Help user see available options


Allow ordinary use of components


Not force user to concentrate on how to interact with application

Steps to developing a event driven program

Identify objects, design classes, establish communication


Plan logic


Code program


Translate program to machine language


Test program


Put program into production

Story boards

Represents picture or sketch of a screen the user will see when running a program

GUI design purpose

Help users se available options

GUI Design purpose

Help user see available options


Allow ordinary use of components


Not force user to concentrate on how to interact with application

Steps to developing a event driven program

Identify objects, design classes, establish communication


Plan logic


Code program


Translate program to machine language


Test program


Put program into production

Story boards

Represents picture or sketch of a screen the user will see when running a program

Object dictionary

Lists objects used in a program


Includes screen number in which object appears


Includes whether code or script is associated with objects

Interactive diagram

Shows relationships between screens in a GUI program

Interactive diagram

Shows relationships between screens in a GUI program

Container

Components that hold all the GUI elements


Class of objects


Main purpose is to hold other elements

Thread

Executing flow for one set of program statements


When following a single thread application executes a single program statement at a time

Thread

Executing flow for one set of program statements


When following a single thread application executes a single program statement at a time

Multi Threading

All major pop languages allow multiple threads


Can occurer even if computer only has one cpu


Improves programs performance


More user friendly: allows user multitasking


Many pop languages contain built in THREAD class

Deadlock

Problem in which two or more threads waits for each to execute

Starvation

Threads is abandoned because other threads occupy all computers resources

Thread synchronization

Techniques provided in pop languages to help avoid potential problems

Exceptions

Unexpected pet error condition


Occurred while program is running


Unusual occurrence

Exception handling

Object-oriented technique used to manage errors


Group of methods


Handles predictable errors

Limitations of traditional error catching

Error conditions existed before object oriented methods


Most common warrior handling solution


- make a decision before using a potential error causing value


Alternant dilutions and issues


-prompt user for new value


Client surfing traditional Error handling method must accept method’s errors-handling solution


Inflexible


May require multiple method versions

Limitations of traditional error catching

Error conditions existed before object oriented methods


Most common warrior handling solution


- make a decision before using a potential error causing value


Alternant dilutions and issues


-prompt user for new value


Client surfing traditional Error handling method must accept method’s errors-handling solution


Inflexible


May require multiple method versions

Try block

Block of code you attempt to execute


Can contain any number of statements or methods calls


If exceptions occur, the remaining statements in TRY block do not execute

Catch Block

Code segment handling exception thrown by the try block


Need at least one following a try block

Multiple Catch Blocks

Examined sequentially until found a match


Matching catch block executes


Remaining catch blocks bypassed

Using finally block

Used when specific actions are needed at the end of a TRY-CATCH sequence


Always executes whether or not exception occurred

Using finally block

Used when specific actions are needed at the end of a TRY-CATCH sequence


Always executes whether or not exception occurred

Typical exceptions

Divide by zero


Accessing an element of an array that doesn’t exist


Invalid entry to a text field

Unreachable code

Statement never executes under any circumstance


Also known as a dead code

Unhandled exceptions

Program executes stops immediately


Exception sent to operating system


Current method abandoned

Call stack

Memory location


Computer stores list of method memory locations


Where system must return after call completed

Call stack

Memory location


Computer stores list of method memory locations


Where system must return after call completed

Built-in exceptions

OOP languages provide some built in exceptions types


Programmer can create application specific exceptions

Basic system design principles

Break large systems into smaller subsystems


- creates a better understanding


As system size and complexity increase importance of good modeling techniques increases


Good design models promote team communication


- ensure good business solution


Organizing and planning


- required for developing a model for a single program or an entire business system


Basic system design principles

Break large systems into smaller subsystems


- creates a better understanding


As system size and complexity increase importance of good modeling techniques increases


Good design models promote team communication


- ensure good business solution


Organizing and planning


- required for developing a model for a single program or an entire business system


Unified Modeling Language

(UML)


Popular design tool


Standard way to specify, construct, and document systems that use object-oriented methods


Not a programming language

UML uses

Creates top view business process diagrams


Nontechnical

Diagram types

Structure diagrams


Behavior diagrams

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Class diagram

Used for a classs or set of classes


- illustrates names, attributes, and methods


Divide into 3 sections


- top: mane of class


- Middle: Name of attributes


- bottom: names of methods


Generalization can be used

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Class diagram

Used for a classs or set of classes


- illustrates names, attributes, and methods


Divide into 3 sections


- top: mane of class


- Middle: Name of attributes


- bottom: names of methods


Generalization can be used

Object Diagrams

Model specific instances of classes


Show snapshot of object at point in time

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Class diagram

Used for a classs or set of classes


- illustrates names, attributes, and methods


Divide into 3 sections


- top: mane of class


- Middle: Name of attributes


- bottom: names of methods


Generalization can be used

Object Diagrams

Model specific instances of classes


Show snapshot of object at point in time

Component diagram

Shows files, database tables, documents, and other components used by systems software

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Class diagram

Used for a classs or set of classes


- illustrates names, attributes, and methods


Divide into 3 sections


- top: mane of class


- Middle: Name of attributes


- bottom: names of methods


Generalization can be used

Object Diagrams

Model specific instances of classes


Show snapshot of object at point in time

Component diagram

Shows files, database tables, documents, and other components used by systems software

Use Case Diagram

Shows how a business works from the perspective of those who interact with the business

Structural diagram

Emphasizes “things”in a system


- class diagram


- object diagram


- component diagrams


- package diagrams

Behavior diagrams

Emphasizes what happens in a system


- use case diagrams


- activity diagrams


- state machine diagrams

Class diagram

Used for a classs or set of classes


- illustrates names, attributes, and methods


Divide into 3 sections


- top: mane of class


- Middle: Name of attributes


- bottom: names of methods


Generalization can be used

Object Diagrams

Model specific instances of classes


Show snapshot of object at point in time

Component diagram

Shows files, database tables, documents, and other components used by systems software

Use Case Diagram

Shows how a business works from the perspective of those who interact with the business

Activity Diagram

Shows the flow of actions in a system


Used forks and joins to show simultaneous activities