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Template

- A C++ construct representing a function or class in terms of generic types

Definition -

- A declaration that also fully specifies the entity declared

Multiple Inheritance

- A derived class inheriting class members from two or more base classes

Override

- A derived class replacing its base class' implementation of a method

Setter

- A method that changes the value of a private variable

Branch

- A second distinct development path within the same organization and often within the sameversion control system

Process

- A self-contained execution environment including its own memory space

Declaration

- A statement that introduces a name with an associated type into a scope

• Object-Oriented Programming (OOP) -

- A style of programming focused on the use of classes and class hierarchies

Class

- A template encapsulating data and code that manipulates it (C++ also has struct, which is identical other than default visibility)

• Principle of Least Astonishment†

- A user interface component should behave as the users expect it

• Validation Rules

- Algorithmically enforceable constraints on the correctness, meaningfulness, and security of input data

Encapsulation

- Bundling data and code into a restricted containe

• Data Validation -

- Ensuring that a program operates on clean, correct and useful data

• Garbage Collector†

- In managed memory systems, program that periodically runs to free unreferenced memory

Concurrency

- Performing 2 or more algorithms (as it were) simultaneously

• Agile Process†

- Prioritizing individuals and interactions, frequent delivery of working software, customer collaboration, and flexible response to change

Inheritance

- Reuse and extension of fields and method implementations from another class

• Waterfall Process†

- Separating software development into long, discrete phases such as Requirements, Design, Implementation, Verification, and Validation

Abstraction

- Specifying a general interface while hiding implementation details (sometimes listed as a 4th fundamental concept of OOP, though I believe it's common to most paradigms)

Variable

A block of memory associated with a symbolic name that contains an object instance or a primitive data value

Attribute

A class member variable

Friend

A class or a function (NOT a method!) that is granted access to its friend class' private members

• Class Library -

A collection of classes designed to be used together efficiently

• Enumerated type

A data type consisting of a fixed set of constant values called enumerators (C++ has both enum and enum class)

• Primitive type

A data type that can typically be handled directly by the underlying hardware

Method

A function that manipulates data in a class

Standard Template Library

A library of well-implemented algorithms focused on organizing code anddata as C++ templates

Reference Counter†

A managed memory technique that tracks the number of references to allocated memory, so that the memory can be freed when the count reaches zero

Getter

A method that returns the value of a private variable

Mutex

A mutual exclusion object that prevents two properly written threads from concurrently accessing a critical resource

Namespace

A named scope

• Algorithm -

A procedure for solving a specific problem, expressed in terms of an ordered set of actions to execute

Baseline†

A reference point in a version control system, using indicating completion and approval of aproduct release and sometimes used to support a fork

Operator

A short string representing a mathematical, logical, or machine control action

Destructor

A special class member that cleans up when an object is deleted

Constructor

A special class member that creates and initializes an object from the class

Iterator

A standard library abstraction for objects referring to elements of a container

Reentrant

An algorithm that can be paused while executing, and then safely executed by a different thread

Instance

An encapsulated bundle of data and code (e.g., an instance of a program is a process; an instance of a class is an object)

• Assertion†

An expression that, if false, indicates a program error (in C++, often via the assert keyword)

Thread

An independent path of execution within a process, running concurrently (as it appears) with other threads within a shared memory space

Object

An instance of a class containing a set of encapsulated data and associated methods

• Exception

An object created to represent an error or other unusual occurrence and then propagated via special mechanisms until caught by special handling code

• Class Hierarchy -

Defines the inheritance relationships between a set of classes

• Operator Overloading -

Providing a user-defined meaning to a pre-defined operator (e.g., +, ==, <<) for a user-defined type (e.g., a class)

Code

Read-only memory for machine instructions

Stack

Scratch memory for a thread of execution (in C++, e.g., int i=5;)

Tag

Tag - curly-brace-enclosed addition. Always has an =

• Base Class

The class from which members are inherited

• Derived Class

The class inheriting members

• Generalization

The process of extracting shared characteristics from two or more classes, and combining them into a generalized base class.

• Specialization†

The process of identifying and specifying derived classes from a base class.

Polymorphism

The provision of a single interface to multiple derived classes, enabling the same method call to invoke different derived methods to generate different results

Unified Modeling Language (UML)† -

The standard visual modeling language used to describe, specify, design, and document the structure and behavior of object-oriented systems

• Version Control† -

The task of keeping a system consisting of many versions well organized

Generic Programming

Writing algorithms in terms of types that are specified as parameters duringinstantiation or invocation

Constraint

curly-brace-enclosed Boolean condition, restriction, or assertion. May have a comparator, e.g., == or <.

1. Stereotype

e - guillemets-enclosed specialization

Global

memory for declarations outside of any class or function scope

Shadowing†

† - A variable declared in a narrower scope than that of a variable of the same name declared in a broader scope

• Invariant†

† - Code for which specified assertions are guaranteed to be true (often, a class in which attributes cannot change after instantiation)

• Second System Effect†

† - The common mistake of attempting to include far too many features in (typically) version 2.0, causing catastrophic schedule slips


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