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• Operating System –
o Its objectives are to use the computer hardware in an efficient manner, make
user problem-solving easier, and control/execute application programs.
User Interface
Resource allocation
Communications
• IDE –
• Computer -
• Program –
• GUI -
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
o Graphical User Interface. Refers to the techniques involved in using graphics,
along with a keyboard and a mouse, to provide an easy-to-use interface.
• Class –
o The formal definition of an object. The class acts as the template from which
an instance of an object is created at run time. The class defines the
properties of the object and the methods used to control the object's
behaviour.
o It describes the rules by which objects behave; these objects are referred to as
instances of that class. A class specifies the structure of data (a.k.a.
properties, fields, attributes, data members) within each instance as well as
methods (functions) (a.k.a. behaviours) which manipulate the data of the
object and perform tasks.
• Object –
o In OOP, an object is a structure that contains both data and methods that
manipulate that data.
• Object properties –
• Object Methods –
• Method signature –
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
o In computer programming, especially object-oriented programming, a method
is commonly identified by its unique method signature. This usually includes
the method name, the number and type of its parameters, and its return type.
• Argument –
• Interface –
o Interfaces describe properties and methods like classes, but unlike classes,
interfaces cannot provide any implementation.
o Interfaces are used to create classes, or say they are implemented by a class.
• Event driven –
• An event –
• Event handler –
o A special attribute that associates an object with an event. For instance, you
can associate a button with a mouse click by using the onClick event handler.
• Information Hiding –
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
manifests itself in a number of ways, including encapsulation (given the
separation of concerns) and polymorphism.
• Polymorphism –
o Methods are defined in higher level classes but coded in various ways in sub
classes as long as the class interface is unchanged.
• Encapsulation –
o A technique for wrapping up data and its associated behaviours into a single
unit or object e.g. class.
• Data Abstraction –
o The abstract properties are those that are visible to client code i.e. the
interface, while the concrete implementation is kept entirely private, which
has no impact on the interface.
• Messages –
o A single message cannot do much by itself. Objects interact with each other
by sending messages. A message is information which is sent from a source to
a receiver. The message contains the name of the object the message is
addressed to, the name of the method to perform and any parameters needed
by the method.
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
o Messages are communications between objects. Messages specify actions for
objects to take. The sender of the message is known as the agent. The
sending of a message is known as an event.
• Code module –
o Is a container for function or sub routine code not associated with specific
code.
• Client –
o Any object or class outside the pattern; generally one that only knows about
the public interface the pattern and its classes present, rather than about its
private implementation.
• Method overloading –
o Method overloading permits two methods to have the same name as each
other, provided they can be distinguished by their argument lists (e.g. accept
different number of arguments or arguments with different data types).
• Method overriding –
o A subclass can override the definition of existing methods by providing its own
implementation (code). This is method overriding.
• Inheritance –
o The object-oriented concept where a child class also has the features
(attributes and methods) of its parent class.
o A mechanism for creating a new class using classes that have already been
defined.
o A sub class inherits all instance attributes and behaviours of the super class
from which it is derived.
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
• Implementation inheritance –
o The ability that a sub class can inherit the public interfaces AND their
implementations from its super class.
• Interface inheritance –
o The ability to inherit the public interface but not the implementation of a class.
• Generalisation –
• Specialisation –
• Class hierarchy –
o Every object of a sub class is an object of that sub classes super class. But this
does not hold conversely.
• Collections –
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• VB provides default form and control collection objects for
managing and accessing their elements.
Generic Collections –
• Error types –
o Logic errors, occur when an application doesn’t perform the way it was
intended to.
• File Types –
• Data Persistence –
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.
o In computer science, persistence refers to the characteristic of data that
outlives the execution of the program that created it. Without this capability,
data only exists in memory, and will be lost when the memory loses power,
such as on computer shutdown.
• Modularity –
o Programs that have many direct interrelationships between any two random
parts of the program code are less modular (more tightly coupled) than
programs where those relationships occur mainly at well-defined interfaces
between modules.
Bloody well copyright © Ashe 2007 – 3007. Violation punished by penalty of death.