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A class that cannot be instantiated, but can be subclassed.
A method with only a signature, and no implementation set.
A method that returns a value of a hidden/private variable.
An interface used for handling action events (mouseclicks) etc.
Activation Bar in Sequence Diagrams
In a sequence diagram, this shows that the object is active
also know as "composition", ability to combine several objects into a new one
Adaptive approach to programming, responds to unpredictability and uses incremental, iterative work cadences.
A linear and sequential approach to programming, emphasis on deadline control (traditional and slower)
A relationship that describes if a class "knows" or holds a reference to another class. "uses-a".
Abstract window toolkit- provides components for graphical user interfaces.
The anti-pattern; lacking perceivable architecture.
Big Ball of Mud (Design Pattern)
A diagram used to represent data and their relationships in UML object notation.
A measure of how strongly-related or focused the responsibilities/methods of a single class are.
Class Responsibility Collaboration Card, a brainstorming tool.
A situation in which two or more competing actions are waiting for each other to finish, and thus neither does.
A relationship where one class depends on the function of another to operate. "uses-a".
A general reusable solution to a common problem within a given context in software design.
Don't Repeat Yourself
Principle of design, don't restate or reuse the same line of code; aimed at reducing repetition of information of all kinds.
Design pattern that teaches how to simplify a subsystem consisting of multiple classes by introducing a facade class that exposes all capabilities of the subsystem as methods
Method that constructs a new object.
A data structure in which elements are mapped to array positions according to their hash function values.
designer, project manager & programmer are all based on and extend a person object
Design pattern that teaches how to access the elements of an aggregate object.
Law of Demeter
Design guideline that states that a method should not operate on global objects or objects that are a part of another object.
Class that arranges user interface components inside a container.
Vertical line below an object in a sequence diagram that indicates the time during which the object is alive.
Liskov substitution principle
derived methods should not assume more or deliver less
A data structure that ensures only one thread can execute a set of statements.
Object that is notified by an event source when an event occurs
Method that changes the state of an object.
Pattern hat teaches how an object can notify other objects about events.
Allows many different objects to use a particular behaviour or method. At runtime a method can process data differently depending on the circumstances.
A condition in which the effect of multiple threads on shared data depends on the order in which the threads are scheduled.
A change to the system that leaves its behavior unchanged, but enhances some nonfunctional quality—simplicity, flexibility, understandability, performance.
Diagram showing the sequence of messages between objects during a single use case
Design pattern that teaches how to implement a class that has exactly one instance.
class that inherits variables and methods from a superclass but adds instance variables, adds methods, or redefines methods.
general class from which a more specialized class (subclass) inherits.
A method that is controlled by a lock in order to execute the method, the calling thread must acquire the lock.
A single task.
Ordering relationship in which all elements can be compared to each other.
unified modeling language, notation for specifying visualizing constructing and documenting the artifacts of the software systems.
description of possible sequences of interactions between a user and the system.
MVC Design Pattern
Separate input, UI, and back-end logic
An engineering discipline that is concerned with all aspects of software production from the early stages of system specification through to maintaining the system after it has gone into use
Focus on communication, simplicity, feedback, courage and respect.
Difference between Object and Class
Object is an instance of class, and class is a blueprint for object.
Transfer Communication Protocol - the protocol takes data from user's application and passes it to the Internet Protocol (IP).
A location or address identifying where documents can be found on the Internet; a Web address
Primary GUI widget toolkit, better than awt, can emulate look and feel of several platforms.
a connection point on the chassis that connects something outside a computer case to the inside
Domain Name System
Not total ordering