Terms and Definitions for Week 3
These are all of the definitions and terms. I figured it would be easier on me to make it one post.
1. Abstraction - in object-oriented programming, this means that programmers focus on the commonalities among objects in the system, rather than on the special cases.
2. Inheritance - software reuse in which classes are created by taking an existing class's data and methods and embellishing them with new or modified capabilities.
3. Polymorphism - enables us to write programs that process objects of classes that are part of the same class hierarchy as if they are all objects of their superclasses.
4. Encapsulation - a way to combine different data and methods to create a class of an object.
5. Association - a relationship between classes.
6. Multiplicity - tells how many objects of a class participate in the association.
7. Qualified Association - A qualified association between two classes results in the generation of data members and member functions in one or both classes.
8. Reflexive Association - the relationship between the entity and itself.
9. Inheritance and Generalization - creating classes from existing classes.
10. Aggregations - is the typical whole/part relationship.
11. Composites - the lifetime of the part is controlled by the whole.
12. Contexts - A context model is a composite of a sequence of navigational objects for which an order is provided.
13. Interfaces and Realizations - an interface is a set of operations that specifies some aspect of a class's behavior, and it's a set of operations a class presents to other classes. It can specify a subset of a class's operations and not necessarily all of them.
14. Use Case Diagram - is a description of a system's behavior from a user's standpoint.
15. Class Diagram - a class is a category or group of things that have similar attributes, so a class diagram shows all those things in it.
16. Object Diagram - an object is an instance of a class, a specific thing that has specific values of the attributes and behaviors. The diagram shows all of this.
17. State Diagram - a diagram that shows at any given time, an object is in a particular state.
18. Sequence Diagram - shows the time-based interaction of objects interacting with one another.
19. Activity Diagram - shows the activities that occur within a use case or within an object's behavior typically occuring in a sequence.
20. Collaboration Diagram - elements of a system work together to accomplish the system's objectives and a modeling language must have a way of representing this.
21. Component Diagram - use case is a description of a system's behavior from the use's standpoint.
22. Deployment Diagram - shows the physical architecture of a computer-based system.
I hope my definitions of these terms was at least understandable. I've been sick, so I may not have gotten all of them right.
Have a great day!!! :)
1. Abstraction - in object-oriented programming, this means that programmers focus on the commonalities among objects in the system, rather than on the special cases.
2. Inheritance - software reuse in which classes are created by taking an existing class's data and methods and embellishing them with new or modified capabilities.
3. Polymorphism - enables us to write programs that process objects of classes that are part of the same class hierarchy as if they are all objects of their superclasses.
4. Encapsulation - a way to combine different data and methods to create a class of an object.
5. Association - a relationship between classes.
6. Multiplicity - tells how many objects of a class participate in the association.
7. Qualified Association - A qualified association between two classes results in the generation of data members and member functions in one or both classes.
8. Reflexive Association - the relationship between the entity and itself.
9. Inheritance and Generalization - creating classes from existing classes.
10. Aggregations - is the typical whole/part relationship.
11. Composites - the lifetime of the part is controlled by the whole.
12. Contexts - A context model is a composite of a sequence of navigational objects for which an order is provided.
13. Interfaces and Realizations - an interface is a set of operations that specifies some aspect of a class's behavior, and it's a set of operations a class presents to other classes. It can specify a subset of a class's operations and not necessarily all of them.
14. Use Case Diagram - is a description of a system's behavior from a user's standpoint.
15. Class Diagram - a class is a category or group of things that have similar attributes, so a class diagram shows all those things in it.
16. Object Diagram - an object is an instance of a class, a specific thing that has specific values of the attributes and behaviors. The diagram shows all of this.
17. State Diagram - a diagram that shows at any given time, an object is in a particular state.
18. Sequence Diagram - shows the time-based interaction of objects interacting with one another.
19. Activity Diagram - shows the activities that occur within a use case or within an object's behavior typically occuring in a sequence.
20. Collaboration Diagram - elements of a system work together to accomplish the system's objectives and a modeling language must have a way of representing this.
21. Component Diagram - use case is a description of a system's behavior from the use's standpoint.
22. Deployment Diagram - shows the physical architecture of a computer-based system.
I hope my definitions of these terms was at least understandable. I've been sick, so I may not have gotten all of them right.
Have a great day!!! :)
