Save
Upgrade to remove ads
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

OOP - L9

Formal Models of Java OOP System

QuestionAnswer
models of Java OOP systems are structured ways of representing and analyzing object-oriented programs written in Java. Formal Models
UML Unified Modelling Languages
Two main approaches of Formal Models Unified Modeling Language (UML) Formal Specification Languages
visual diagrams. Unified Modeling Language (UML)
mathematical contracts. Formal Specification Languages
is a visual modeling language used to design object-oriented systems. Unified Modeling Language
Common diagrams: Class Diagram Sequence Diagram
shows attributes, methods, and relationships. Class Diagram
This is the name of the class. Class Name
Attributes Data / Variables) Attributes Data / Variables)
means it is private which is only accessible inside the class. The minus sign (-)
is the variable that stores the amount of money in the account. balance
means it can hold decimal values double
Methods (Functions/Behaviors) Methods (Functions/Behaviors)
The plus sign (+) means it is public and is accessible from outside the class. This method allows money to be added to the account. + deposit(amount)
Public method to remove money from the account. Usually includes rules + withdraw(amount)
Public method that returns the current balance. Allows other parts of the program to check how much money is in the account. + getBalance()
shows object interactions over time. Sequence Diagram
calls the deposit(1000) method on the BankAccount object. This adds 1000 to the account balance. Customer object
updates its internal balance attribute. The BankAccount object
then calls getBalance() to check the current balance. The Customer object
shows system functions from the user’s perspective. Case Diagram
External entities that interact with the system. Can be people (e.g., Customer, Student) or other systems. Actors
Represented by a rectangle that defines what is inside the system. Inside are the use cases (functions the system provides) System Boundary
Represented by ovals. Each oval describes a functionality or service the system offers (e.g., Deposit Money, Withdraw Money). Use Cases
Lines connect actors to use cases, showing which actor can perform which action. Relationships
Provide mathematical precision to describe system behavior Formal Specification Languages
what must be true before a method runs. Preconditions
what must be true after a method runs. Postconditions
conditions that must always hold true. Invariants
Formal Specification languages code public void deposit (double amount) { balance+= amount; }
help us design and verify Java OOP systems. Formal models
best for visualization and communication UML
best for correctness and verification Formal Specification Languages
Created by: user-1782765
 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards