ITM 207 Study Guide - Final Guide: Java Virtual Machine, Bytecode, Machine Code

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Published on 19 Apr 2013
Course
Professor
Chapter 9
Object-oriented Design-A problem-solving methodology that produces a solution to a problem in terms
of self-contained entities called objects
Breaks up problems into collaborating objects (top-down breaks into tasks)
Problems are solved by
1. isolating the object
2. abstract the object with like properties and actions into groups(class)
3. determining the responsibilities of the group in interacting with other groups
Object
A thing or entity that makes sense within the context of the problem. For example, a student, a
car, time, date
concrete example of class
is an instance of class
Class- A description of a group of similar objects
contain fields that represent the properties(name, eye color) and behavior(responsibilities)(cook,
clean) of the class
Instance of Class- is a specific realization of any object.
Method- A named algorithm that defines behavior (shop, cook)
Decomposition
Brainstorming- to locate possible classes
Filtering- the classes to find duplicates or remove unnecessary ones to find core classes in solution
Scenarios- are tried to be sure we understand collaborations
Assign responsibilities to each class
Knowledge Responsibilities- what a class must know about itself
Behavior Responsibilities- what a class must be able to do
Encapsulation- the bundling of data and actions in a way that the logical properties are separated
from the implementation details
Responsibility algorithms-are designed for all actions that classes must exhibit
Knowledge responsibilities usually just return the contents of one of an objects variables
Action responsibilities are a little more complicated, often involving calculations
High-level language- A language that provides a richer (more English-like) set of instructions
Compiler- A program that translates a high-level language program into machine code
Interpreter- A translating program that translates and executes the statements in sequence
Assembler or compiler produce machine code as output, which is then executed in a separate
step
An interpreter translates a statement and then immediately executes the statement
Interpreters can be viewed as simulators
Java(1996)
Portability(run on any machine) was the primary importance
Compiled using Bytecode(language)
JVM(Java Virtual Machine) interprets the Bytecode and executes it
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Document Summary

Object-oriented design-a problem-solving methodology that produces a solution to a problem in terms of self-contained entities called objects. Breaks up problems into collaborating objects (top-down breaks into tasks) Problems are solved by isolating the object: abstract the object with like properties and actions into groups(class, determining the responsibilities of the group in interacting with other groups. A thing or entity that makes sense within the context of the problem. For example, a student, a car, time, date concrete example of class is an instance of class. Class- a description of a group of similar objects contain fields that represent the properties(name, eye color) and behavior(responsibilities)(cook, clean) of the class. Instance of class- is a specific realization of any object. Method- a named algorithm that defines behavior (shop, cook) Filtering- the classes to find duplicates or remove unnecessary ones to find core classes in solution. Scenarios- are tried to be sure we understand collaborations.

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