Object Oriented Programming (OOP)
Uses the concept of objects, which contain methods and variables, to model real world objects. Programs are reliable because objects are self-contained, simple and easier to program.
An object is an instance of a class and represents an actual real-world entity.
A program routine contained within an object.
Data stored in an object.
A class describes the variables and methods appropriate to some real-world entity.
A new class based on another class (super class) that inherits the variables and methods of the super class, and will have its own variables and methods.
The ability of a class to use the variables and methods of a class from which the new class is derived.
The concept that data can only be accessed via the methods provided by the class.
Unified Modelling Language (UML)
A set of descriptive diagrammatic representations to describe the stages to produce effective object oriented programs.
A rectangle, divided into 3 parts. The first gives the name of the class, the second gives the facts that should be known about any element belonging to that class and the third gives methods that can be used to look at the facts that are stored in the class.
Similar to a Class Diagram, but showing the actual values of variables of a given object.
Use Case Diagram
Depict what is meant to be going on in a system rather than how it is done. Shows the interaction shown between the users and the processes.
A state diagram shows how an object may behave through the various processes of a system.
Shows how the objects in the classes interact with one another.
Shows the activities necessary to get the object into a particular state.
Communication diagrams are used to show how different objects combine to pursue a common purpose.