high level languages
DESCRIPTION
High Level LanguagesTRANSCRIPT
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
ALGORITHM
A set of instructions used to complete a particular task.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
UNIFIED MODELLING LANGUAGE
A descriptive diagrammatic representation to describe the stages
required to produce effective Object Orientated programs.
Standard form of presenting information.
Allows systems analysts, programmers and clients to communicate.
Makes system maintenance easier when modifying a system.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
CLASS DIAGRAM
A class is an entity of a given system that provides an encapsulation
of the functionality of a given entity.
Block split up into three, containing class name, attributes and
methods/operations.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
OBJECT DIAGRAM
An object diagram consists of the first 2 rows of a Class diagram
The first row would contain the objects name.
The second row would contain the values for the objects attributes.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
USE CASE DIAGRAM
Actors.
Interactions between processes.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
SEQUENCE DIAGRAM
How the objects in the class interact with each other.
Dotted line = lifeline which shows the passage of time vertically
from top to bottom.
When the lines become thick, the methods have been activated.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
COMMUNICATION DIAGRAM
How different objects combine to pursue a common purpose.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
CLASS
Contains the attributes and methods.
A template for objects, each object of that class will contain its
attributes and methods.
Object Orientated.
Allows for Data Encapsulation.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
OBJECT
An instance of a class.
A real-world entity.
Holds methods and attributes.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
METHOD
A way of interacting with objects.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
ATTRIBUTE
Characteristics of the items within a class.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
INHERITANCE
The process of passing on methods and attributes from a super
class to a sub class while allowing the sub class to have its own
attributes and methods.
This can help to reduce errors as the attributes and methods do not
have to be written each time they are needed in the diagram.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
CONSTRUCTOR
A method with the same name as the class which is executed when
an instance of a class is created.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
POLYMORPHISM
This is when multiple methods have the same name but have
different parameter lists. Eg. Constructor.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
ENCAPSULATION
The attributes and methods are hidden from anything outside the
class.
Objects can only access the data by using the methods provided.
An object cannot manipulate the date directly.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
PROCEDURAL LANGUAGE
3rd Generation.
Step by step instructions to solve a problem.
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A2 Computing F453 Advanced Computing Theory High Level Languages
Definitions | Tiju Thomas
DECLARATIVE LANGUAGE
4th Generation.
States what to achieve without giving detailed steps by declaring
facts and rules.
Fact
o Predicate which may have arguments.
o Something that is always (unconditionally) true.
Goal
o A query to be solved.
Backtracking
o After finding a solution for a goal, or if a goal fails,
o Going back to an earlier point to take an alternative route.
Instantiation
o Giving a variable a in a statement a value.