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Flashcards

Java Software Development Units 6-9

nina.evangelou Java Software Development Inglês 40 flashcards

Flashcards do conjunto (40)

  1. 1anthropomorphismThe attribution of human personality to what is not human (in the
    case of this course, to software entities)
  2. 2coordinating classThe class of the coordinating object.
  3. 3coordinating messageA message from the user interface to the coordinating object
    to initiate the core system behaviour required for a use case, or part of a use case
  4. 4coordinating methodThe method invoked on receipt of a coordinating message.
  5. 5core objectAn object contained within the core system.
  6. 6dynamic modelA model illustrating actions and interactions within the system when
    the system is in operation. In this course, a dynamic model consists of a walk-through
    and a sequence diagram, in the context of a particular scenario.
  7. 7implementation modelA model specifying the actual classes that will be used to
    implement the system. It contains a structural model and dynamic models. Its structural
    model is the final result of the evolution of the initial structural model.
  8. 8navigateTo access an object or objects from another object by using a link or links of
    an association.
  9. 9one-way associationAn association that is navigated in only one direction
  10. 10one-way linkA link of a one-way association
  11. 11scenarioAn example (instance) of a use case involving particular example objects.
  12. 12two-way associationAn association that is navigated in both directions
  13. 13two-way linkA link of a two-way association.
  14. 14walk-throughA list of individual steps within the core system which carry out a use
    case in the context of particular scenario.
  15. 15alternative scenarioA (valid) scenario for which the use case requirements specify
    an alternative course of action.
  16. 16design principleA guideline for which objects should be allocated which kinds of
    task, and how the objects should communicate.
  17. 17cascadingA design where, to get an object r to perform a task, an object p sends a
    message to an object q asking it to ask r to perform its task, and sends a message to
    r asking it to perform its task
  18. 18design principleA guideline for which objects should be allocated which kinds of
    task, and how the objects should communicate.
  19. 19forkingA design where, to get an object to perform a task, an object sends a
    message to an object asking it for returns , and then sends a message to
    asking it to perform the task.
  20. 20information expertAn object which most readily has to hand the information needed
    to carry out a particular task.
  21. 21invalid scenarioA scenario where a pre-condition is broken.
  22. 22valid scenarioA scenario where no pre-condition is broken
  23. 23working scenarioCode that sets up a typical set of objects and implements the
    design for a use case in a very basic way as a ‘proof of concept’.
  24. 24bucketsStorage compartments used when storing elements in a collection, such as a
    set.
  25. 25enumerated type (enum)A user-defined Java type that can take on only one of a
    finite set of values specified by the programmer when the type is defined
  26. 26forwarding methodA method in which the corresponding message is forwarded to
    an object being used by composition.
  27. 27hashcodeA value returned by a hashCode() method, used by Java in hashing.
  28. 28hashingA technique that speeds up searching a collection
  29. 29interface typeAn interface declared as the type of a variable or method answer.
  30. 30refactoringThe process of amending a system’s structure, while retaining its
    behaviour, in order to improve its quality.
  31. 31user-defined typeA type defined by the user, augmenting those provided by the Java
    API.
  32. 32utility classA class which is not specific to the particular system under development,
    but which has potentially wider applicability
  33. 33test methodA method which tests another method.
  34. 34test suiteA grouping of test classes.
  35. 35test-driven developmentAn approach to coding and testing in which tests are written
    based on the specification of the aspect of the system under test, before the code is
    written
  36. 36unit testingTesting individual units of software in the system: in an object-oriented
    approach, units may be considered to be methods, or classes.
  37. 37use case-drivenAn approach to implementation in which each use case is tackled
    one by one: having coded and tested the methods involved in one use case, another
    use case is tackled.
  38. 38validationChecking that all aspects of the system and its project documentation are
    consistent with the customer’s requirements. In other words, has the right system been
    built?
  39. 39verificationChecking that all aspects of the system and its project documentation are
    consistent and complete with respect to each other. In other words, has the system been
    built right?
  40. 40white box testingTesting which involves examination of code.

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Java Software Development FlashCards sobre Java Software Development Units 6-9, criado por nina.evangelou em 18-09-2013.
Criado por
nina.evangelou
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