CIS 112 Exam Review. Exam Content 100 questions valued at 1 point each 100 questions valued at 1 point each 100 points total 100 points total 10 each.

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Presentation transcript:

CIS 112 Exam Review

Exam Content 100 questions valued at 1 point each 100 questions valued at 1 point each 100 points total 100 points total 10 each from Chapters 1, 2, 3, 4, 5, 6, 7, 8, 9, each from Chapters 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Exam is open-book, open-notes, internet access Exam is open-book, open-notes, internet access

What We Covered Chapter 1 Chapter 1 history of the object-oriented approach history of the object-oriented approach Chapter 2 Chapter 2 introduction to the object-oriented approach introduction to the object-oriented approach Chapter 3 Chapter 3 a way of thinking about objects a way of thinking about objects Chapter 4 Chapter 4 introduction to terms and concepts introduction to terms and concepts Chapter 5 Chapter 5 UML notation for model building UML notation for model building

What We Covered Chapter 6 Chapter 6 requirements modeling requirements modeling Chapter 7 Chapter 7 hierarchies and requirements models hierarchies and requirements models Chapter 8 Chapter 8 object-oriented system development life cycles object-oriented system development life cycles Chapter 9 Chapter 9 detailed case study detailed case study Chapter 10 Chapter 10 Object-oriented Design Object-oriented Design

Object-oriented system development building block approach to system development building block approach to system development identify the objects that are needed in the system identify the objects that are needed in the system identify objects that already exist and can be reused identify objects that already exist and can be reused

Benefits of the object-oriented approach addresses three pervasive problems with traditional system development addresses three pervasive problems with traditional system development quality, productivity, and flexibility quality, productivity, and flexibility each object is small thereby reducing complexity and leading to higher quality each object is small thereby reducing complexity and leading to higher quality an object can be reused once it is written, implemented, and tested an object can be reused once it is written, implemented, and tested system can be easily modified by changing only the appropriate objects system can be easily modified by changing only the appropriate objects

Hierarchies organization of classes into super and sub classes organization of classes into super and sub classes sub classes inherit attributes and methods from those above in the hierarch sub classes inherit attributes and methods from those above in the hierarch allows system to be broken down into smaller pieces that are easier to understand, implement, maintain allows system to be broken down into smaller pieces that are easier to understand, implement, maintain ensures independence of system components ensures independence of system components

Whole / Part Components Aggregation Part Whole Super ClassSub Class

Generalization / Specialization Source: Specialization Generalization Super ClassSub Class

Abstractions refers to the relevant features and behaviors of an object refers to the relevant features and behaviors of an object abstract classes are not used to create objects abstract classes are not used to create objects designed to act as a base class to be inherited by other classes designed to act as a base class to be inherited by other classes design concept in program development that provides a foundation upon which other classes are built design concept in program development that provides a foundation upon which other classes are built

CRC class, responsibility, collaboration class, responsibility, collaboration used to identify and explore the nature of a system used to identify and explore the nature of a system CRC card is an index card used to represent the responsibilities of classes and the interaction between the classes CRC card is an index card used to represent the responsibilities of classes and the interaction between the classes informal approach to object oriented modeling informal approach to object oriented modeling created through scenarios, based on the system requirements, that model the behavior of the system created through scenarios, based on the system requirements, that model the behavior of the system aids in capturing essence of object-oriented systems aids in capturing essence of object-oriented systems

Unified Modeling Language standardized approach to object-oriented terminology and diagramming notation standardized approach to object-oriented terminology and diagramming notation used to define object-oriented constructs and models used to define object-oriented constructs and models

Classes differ from objects A class is a type of thing or a general category. A class is a type of thing or a general category. An object is a specific instance of a class. An object is a specific instance of a class.

Inheritance Inheritance means get something from. Inheritance means get something from. One class of objects can inherit attributes and methods from another. One class of objects can inherit attributes and methods from another. This type of relationship is shown in the generalization/specialization hierarchy. This type of relationship is shown in the generalization/specialization hierarchy.

Polymorphism literally means "multiple forms“ literally means "multiple forms“ extremely important to object-oriented programmers who have to implement messages extremely important to object-oriented programmers who have to implement messages ability to send the same message to different receivers and have the message trigger the right method within each receiver ability to send the same message to different receivers and have the message trigger the right method within each receiver

Sequence diagrams presents object interaction arranged in time sequence presents object interaction arranged in time sequence shows the objects involved in the scenario and the sequence of messages that are exchanged shows the objects involved in the scenario and the sequence of messages that are exchanged show interactions among objects and with outside actors for a specific scenario or instance of a use case show interactions among objects and with outside actors for a specific scenario or instance of a use case

Actors either a person (user) interacting with the system or another system interacting with the system either a person (user) interacting with the system or another system interacting with the system use cases capture the main functionality of a system from the perspective of a user or actor use cases capture the main functionality of a system from the perspective of a user or actor

Use cases identified by looking for events that might cause the user to interact with the system identified by looking for events that might cause the user to interact with the system a use case might have more than one scenario a use case might have more than one scenario

Verifying requirements satisfaction walk through all use cases walk through all use cases

Custom methods necessary when the class must process messages not handled by standard methods necessary when the class must process messages not handled by standard methods

Inheritance Inheritance means get something from. Inheritance means get something from. One class of objects can inherit attributes and methods from another. One class of objects can inherit attributes and methods from another. This type of relationship is shown in the generalization/specialization hierarchy. This type of relationship is shown in the generalization/specialization hierarchy.

Generalization / Specialization Source: Specialization Generalization Super ClassSub Class Inherits From Heirs

Abstract Classes Exists only to allow subclasses to inherit from it. Exists only to allow subclasses to inherit from it. Objects of that class type not normally created. Objects of that class type not normally created. matter of design / implementation policy matter of design / implementation policy nothing to prevent it actually being done nothing to prevent it actually being done

Development Life Cycle Widely used framework for organizing and managing system development process. Widely used framework for organizing and managing system development process. Five phases Five phases planning planning analysis analysis design design implementation implementation maintenance maintenance

Process vs. Technique “Process” explains what tasks to do and when to do them. “Process” explains what tasks to do and when to do them. “Technique” describes approaches that could or should be used for the tasks at hand. “Technique” describes approaches that could or should be used for the tasks at hand. how to implement the process how to implement the process

Objectives vs. Scope Objectives are statements that define the expected benefits of the system. Objectives are statements that define the expected benefits of the system. Scope defines the boundary of the system. Scope defines the boundary of the system. describes what the system will be used for describes what the system will be used for defines main users defines main users prevents requirements creep prevents requirements creep ever-expanding objectives ever-expanding objectives keeps cost and schedule under control keeps cost and schedule under control

Starting an Object-Oriented Project Start by identifying the most important business events. Start by identifying the most important business events. there might be many more events buy only the important or typical events need to be identified early on there might be many more events buy only the important or typical events need to be identified early on this can lead rapidly to an initial prototype that can ultimately be expanded into the full system this can lead rapidly to an initial prototype that can ultimately be expanded into the full system yields gradual implementation and growing benefits yields gradual implementation and growing benefits

Use Cases Use cases provide natural way of dividing the system into manageable units. Use cases provide natural way of dividing the system into manageable units. The objective of use cases is to identify what the system must do for the user to complete required work tasks. The objective of use cases is to identify what the system must do for the user to complete required work tasks.

Physical vs. Logical Models Physical model includes details of system implementation. Physical model includes details of system implementation. Logical model specifies what is required without defining implementation details. Logical model specifies what is required without defining implementation details.

User Evaluation A variety of different types of users will typically interact with a system. A variety of different types of users will typically interact with a system. Prototyping and evaluation by users will help identify the most effective design of the overall system structure and user interface. Prototyping and evaluation by users will help identify the most effective design of the overall system structure and user interface.

Considerations During Transition Three main areas need to be considered during transition to object-oriented methods. Three main areas need to be considered during transition to object-oriented methods. tools tools methodology or means of employment methodology or means of employment organization’s culture organization’s culture

Benefits of OO Implementation Methods and attributes can be added to existing object classes without disrupting the rest of the system. Methods and attributes can be added to existing object classes without disrupting the rest of the system. New classes can be added easily. New classes can be added easily. Additional features can be added after the main functionality has been implemented. Additional features can be added after the main functionality has been implemented.