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Rocket clouds
Week 1/2 by Mind Map: Week 1/2

1. Artefacts

1.1. Code that is declared (created).

1.1.1. Compiler (msys) must be able to find declared code.

2. Actions

2.1. Instructions that command the computer to perform an action.

2.1.1. e.g. Console.WriteLine("Hello World!");

3. Terminology

3.1. Understanding the meaning and names of concepts specific to programming languages.

4. Objects

4.1. Main programming artefacts

4.2. Each object plays a role in the program

5. Classes

5.1. Created to define the objects role

6. Variables

6.1. E.g. int age, string name, double weight

6.2. Used to remember stuff

6.3. Stored short-term memory

6.4. Only exist within the current method

7. Methods

7.1. Coded to do things

7.2. Each program must contain a main method, which is static, for the program to run

7.2.1. E.g. public static void Main()

7.3. Describes one task the object or class can perform

7.4. Each method should contain a small amount of tasks

7.5. Bigger methods are broken down into smaller parts

7.6. Public method

7.6.1. Accessible by other methods

7.7. Private method

7.7.1. Can only be accessed by code in the same class

7.8. Void indicates the method will not return a value

7.9. Must code a return statement at the end of a method

8. Constructors

8.1. Initialise an object when it is created

8.2. Able to add parameters to a constructor to allow the caller to provide values

8.3. Default constructors

8.3.1. Have no parameters that initialise an objects default values

9. Encapsulation

9.1. Condition of being enclosed

9.2. What is contained within the object, including public and private members

9.3. Public members on the public interface, private members hidden within

9.4. Allows the object to have an identity, no encapsulation is the same.

10. Abstraction

10.1. Taking the essence of something to create a representation of that thing.

10.2. A good abstraction is true to the thing you are trying to represent

10.3. The process of focusing on key aspects

11. Statements

11.1. Variable Declaration

11.1.1. Used to create a variable to remember something later

11.2. Assignment Statement

11.2.1. Stores a value in a variable

11.3. Method Call

11.3.1. Gets the object to run instructions within called method

11.3.2. Expression

11.3.2.1. A calculated value

11.3.3. Sequence

11.3.3.1. The order in which the program will run

12. Parameters

12.1. These are things you pass in to let the function do whatever it was designed to do

12.2. Special variable within a method to allow the caller to pass values into it

12.3. public int Add(int x, int y) { return x + y; } int a = 5; int b = 5; int sum = Add(a, b);

13. Properties

13.1. Must be declared within a class

13.2. Combination of two methods, one to get the value, the other, to set the value

13.2.1. private string name; public string Name { get { return this.name; } set { this.name = value; } }

13.3. Can be read-only if there is only a get accessor

13.4. Can be read only if there is only a set accessor