Jan 2016

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A Levels Systems Software Development (A) & Comp Sci (G) Flashcards on Jan 2016, created by Ruth Hyndman on 01/07/2016.
Ruth Hyndman
Flashcards by Ruth Hyndman, updated more than 1 year ago
Ruth Hyndman
Created by Ruth Hyndman over 9 years ago
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Resource summary

Question Answer
SOFTWARE ---
DEFINING DATA ---
EXPLAIN AND APPLY: primitive data types >
EXPLAIN AND APPLY: reference (object) types >
What is an Object? name types??? > An instance of a class. has a block of memory allocated Can be stored in either a named variable or in an array or collection. 
What is a class? Name types and explain them. >A set of related fields and methods detailing how to construct an object. A class will have one or more constructors which enable an object to be created. An application can be made up of many objects from different classes. A simple example of a class is a student with the data: student number; name and date of birth. A method for this class could be to calculate the student age on the 1st of September. An example of an object for this class could be: 111; Stevenson; 10/12/1995. > abstract > base > inherited
EXAMINE AND APPLY: functions of a class (reusability) >
EXPLAIN THE USE OF A STATIC VARIABLE WITHIN A CLASS >
EXPLAIN AND APPLY: ATTRIBUTES AND TYPES TO A CLASS >
Identify that attributes represent the properties of a class >
identify the use of interfaces in relation to specific classes >
PROGRAM CONTROL STRUCTURES ---
apply and evaluate the basic principle control structures in terms of : sequence (sequential functions, methods) >
apply and evaluate the basic principle control structures in terms of : repetition (unconditional, conditional) >
apply and evaluate the basic principle control structures in terms of : Selection (decision IF, nested IF, switch) >
OBJECTS ---
Methods and constructors > Let you define a behaviour or task composed of a set of codes that you can execute anywhere in the program. can accept arguments which supplement the method's duty. defined inside a class. Promotes software reusability allowing other programmers to effectively use your code by knowing the parameters and return values of the method. > A special method declaration invoked when creating a new object. Different from a method as it has no return type and has to have the same name as the class name. Main purpose is to set up any logic needed for object before it is used in the program to create a fully formed object.
apply and discuss the principles underpinning encapsulation, inheritance and polymorphism for example: visability (public, private, and protected) overloading and overriding methods >
DATA STRUCTURES ---
Explain the need to store and organise data efficiently within specific structures. >
Explain, design and use the following data structures: strings static arrays (of simple type and of objects) >
EXCEPTION HANDLING ---
Explain the need to be able to trap errors in program code >
Explain ways that errors can be trapped in an object oriented environment and apply associated techniques >
try/catch(blocks) >
MANAGING INPUT/OUTPUT ---
input data from the command line prompt >
control screen output >
evaluate the role of different file types in an object oriented environment including: text files binary file object files (serialisation) >
ADDITIONAL ---
METHODS CONSTRUCTORS GETTERS/SETTERS INSTANTIATE AN OBJECT INHERITANCE KEY TERMS PAST MATS >
ARTWROK >
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