explain the importance of section of algorithms in object design with example?
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The premise of Object Oriented Design is that data(properties) are combined with methods to create the objects.  The methods are actually functions that the object uses.  As such, algorithms are still used to design the methods(functions) that are implemented in each object's template(class).
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In modular procedural program designs, the IPO (Input Process Output) analysis will show what data is expected, what transformations it will undergo and what format the output is to placed into.  It briefly gives such details by the use of an IPO Chart.\n\nModular procedural program design allows us to treat all processes like black boxes.  This is possible because each discrete module carries out one and only one distinct process or task.  It also can receive the necessary data and output the results.  So, you can easily use this methodology to help describe the details of a single module in the algorithm of the program.
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Direct from the creators of the Java.The Java Programming Language is an indispensible resource for novice and advanced programmers alike. \n\nDevelopers around the world have used previous editions to quickly gain deep understanding of the Java programming language, its design goals, and how to use it most effectively in real-world development. Now, Ken Arnold, James Gosling, and David Holmes have updated this classic to reflect the major enhancements in JavaTM 2 Standard Edition 5.0 (J2SETM 5.0). \n\nThe authors systematically conver most classes in Java's main packages, java.lang.*, java.util, and java.io, presenting in-depth explanations of why these classes work as they do, with informative examples. Several new chapters and major sections have been added, and every chapter has been updated to reflect today's best practices for building robust, efficient, and maintainable Java software. \n______________________________________\n      Key changes in this edition include \n       ----------------------------------------\nNew chapters on generics, enums, and annotations, the most powerful new language features introduced in J2SE 5.0 \nChanges to classes and methods throughout to reflect the addition of generics \nMajor new sections on assertions and regular expressions \nCoverage of all the new language features, from autoboxing and variable argument methods to the enhanced for-loop and covariant return types \nCoverage of key new classes, such as Formatter and Scanner \nThe JavaTM Programming Language, Fourth Edition, is the definitive tutorial introduction to the Java language and essential libraries and an indispensible reference for all programmers, including those with extensive experience. It brings together insights you can only get from the creators of Java: insights that will help you write software of exceptional quality. \n------------------------------------------------------------\nDirect from the creators of the JavaTM programming language, this Third Edition of The JavaTM Programming Language is a valuable resource for both novice and advanced programmers. More than 100,000 developers who programmed with C, C++, Smalltalk, or other high-level languages have used this book to get a concise, intelligent, and deep understanding of the Java programming language. \n\nThis book is what you need to understand the basic design goals of the language and the application of the language in real-world development. It provides unique insights into why and how the language was designed and intended to be used. \n\nThe authors describe the latest version of the language, as defined by The JavaTM Language Specification, Second Edition and implemented in version 1.3 of the Java 2 SDK, Standard Edition. This third edition has been structured to give more in-depth treatment of the newer language features as well as informative examples on using some of the new APIs. \n\n         New and/or revised in this edition: \n         ----------------------------------------\n- more details on language features, including an expanded section on nested classes\n- more comprehensive treatment of garbage collection and related programming issues\n- coverage of new APIs, such as collections and internationalization\n\nThoroughly revised from start to finish, this edition fully covers the features of the current release of the Java programming language and class libraries. The book serves as a tutorial introduction to the language and essential libraries as well as a reference. \n\nExperienced programmers will find this new edition to be a valuable reference and will gain new insights into the subtleties of the language. Novice and intermediate programmers will benefit from the valuable examples and clear explanations of language and library features. Make sure you understand the contents of this book before you begin any serious development for the Java platform. \n\nKen Arnold, a Staff Engineer at Sun Microsystems Laboratories, is a
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To really hone your abilities I recommend looking over some of the programming contest problem archives.  They are on the level of a week-long programming assignment in college and teach a variety of different skills: working from problem description to solution, basic data structures, basic algorithms, testing exterme cases...\n\nBeing able to solve problems like these will prepare you for any challenge you will come across :-)\n\nI am also including a few links to C++ resources for you.\n\nGood luck :-)
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oh crap i know this one    hang on     think think   an algorithm is a repeated process like converting binary to decimal and back.  but i can't think of one for finding the union sorry
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class Car {\npublic:\nCar();\n~Car();\nvoid Accelerate( float howmuch );\nvoid Brake( float howmuch );\nint Turn( float howmuch );\nint fuel;\n\nprivate:\nint speed;\nfloat accelerate;\nint SubFuel(int qty);\n};\n\nYou should aleady be familiar with the concept of structures (or structs) in C, a structure contains a series of variables which can be used to group data together. A C++ class does much the same thing, except that it not only provides data but also functions to manipulate that data.\nNow let's examine this code line by line. The first line simply says 'I want to define a class called 'Car', the syntax is similar to that used in a struct, except that whenever you wanted to create a variable of type Car you only have to type Car mycar; rather than class Car mycar;. The third line declares all the variables that follow to be 'public'. This means that they can be accessed by any piece of code, for example:\n\nvoid main( void ) {\nCar mycar;\nint fuel;\n\nmycar.Accelerate( 0.5 ); // Note the use of . to access data members and data functions\nfuel = mycar.fuel;// If you had a pointer to a class then you would use ->, as in a struct\n}\n\nNow the forth line is important, it defines a function called 'Car' with no return type. Because this function has the same name as the class it is treated specially, it is called a constructor because whenever a new version of the class is created the constructor is called to initalise the objects data. The fith line is the opposite, because it is the calss name preceded by a ~ symbol it is called the destructor and is automatically called whenever an object is deleted or removed from memory.\nThe next three lines define three member functions, which can be accessed using the '.' method, these have no special meaning and have to be called manually from code (for example on the sixth line of the 'main' example above accelerate is called for the object 'mycar' of type 'Car'). The nineth line declares a meber variable of type int called fuel, this can be treated in much the same way as you treat a struct's member variable.\nThe tenth line is another improtant one, it tells the compiler that the member functions and variables that follow it ar private, meaning that they can only be accessed by the member functions of the class. In this case only the functions Car, ~Car, Accelerate, Brake, Turn and SubFuel would be able to access 'speed' or 'accelerate'. This is also true of the private member function 'SubFuel'. Finally two variables called speed and accelerate and a function calle SubFuel are defined.\n\nYou have seen that a class can contain member variables that can be public or private depending on who you want to be able to access these functions. It is in fact comon to make all member variables private and use functions to Set and Get them because this has the added advantage of enableing you to 'validate' the new data. In addition to public and private data there is also protected data. Protected data is only accessable by the class itself, derivates (see below) of the class and friends of the class. For example, if you had another calss called Driver and you wanted him to be able to access speed then inserting the following code instead of the private block would give driver access to it:\n\nprotected:\nint speed;\nfriend Driver; // make the class 'Driver' a friend, you can also make functions friends\nprivate:\nfloat accelerate;\nSubFuel(int qty);\n\nSo far you have only seen the declaration of the class, you have not seen the implementation of any of the functions. There are two ways to implement the functions, the first is directly into the class - this method is often used if the function is very short:\n\n// A simplified version of the Car class, demonstarting the simple implementation of the Car constructor\nclass Car\n{\npublic:\nCar() {\nfuel = 100;\n}\nprivate:\ni
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Here are some general data structures:\n\n- Set\n- List\n- Map\n- Tree\n- Table\n- Stack\n- Queue
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Well, they both take a lot of time! And, I must see the algorithm of (....;)! When both take a lot of time, We should check the one which takes the less time! If both takes the same time, we should choose the one which takes less space (Memory space I mean) But generally, Prefer the 2nd one! I think we should try to use a general code or function in the second choice! If there isn't a general rule, then, I prefer using the 1st one, cause it takes less memory and the lines of codes will be less I suppose...
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For each object some test cases can be put for both positive and negative testing under the white and block box based methodologies.... and all wud be based upon the functionality thats intended of the object... (since thats not specified... it not possible to highlight more upon what they can be)... for various phases... integration,development... based on the V model.
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Not sure the question but it is set up (generally) as a program that has includes (one for data declarations, one for the main program, one to hold the subroutines). The main can then reference the includes decreasing impact issues when changes are required.
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docking\nDocking is most pertinent to the field of drug design—most drugs are small molecules, and using a computational approach allows researchers to quickly screen large databases of potential drugs (e.g., the ZINC database of compounds for virtual screening) against protein targets such as HIV reverse transcriptase\n\nalgorithm\nIn mathematics and computing, an algorithm is a procedure (a finite set of well-defined instructions) for accomplishing some task which, given an initial state, will terminate in a defined end-state. The computational complexity and efficient implementation of the algorithm are important in computing, and this depends on suitable data structures.\n\nInformally, the concept of an algorithm is often illustrated by the example of a recipe, although many algorithms are much more complex; algorithms often have steps that repeat (iterate) or require decisions (such as logic or comparison). In most higher level programs, algorithms act in complex patterns, each using smaller and smaller sub-methods which are built up to the program as a whole. In most languages, they are isomorphic to functions or methods.\n\nThe concept of an algorithm originated as a means of recording procedures for solving mathematical problems such as finding the common divisor of two numbers or multiplying two numbers. The concept was formalized in 1936 through Alan Turing's Turing machines and Alonzo Church's lambda calculus, which in turn formed the foundation of computer science.\n\nMost algorithms can be directly implemented by computer programs; any other algorithms can at least in theory be simulated by computer programs.
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The ability to visualize the problem and thinking power for designing an algorithm before you go for programming.
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Not quite sure about what you are asking here.  If you are asking about the difference between source code and object code then the basic (no pun intended) answer is the following:\n\n1)  Source code is in a format that you the programmer can understand (for example, C, C++, etc.).  For example, the source code for a small program might be (in C):\n\n#include <stdio.h>\n\nint main(void)\n{\n    printf("Hello World&#92;n");\n\n    return 0;\n}\n\n2)  Object code is what is produced when the source code is processed by another program called a "compiler" (and optionally a "linker"), and is in a format that your operating system and hardware can understand, and consequently run.\n\nFor a C-program, the usual convention is for a source code file to have the suffix ".c", and the compiled object file to have the suffix ".o".\n\nFor more information on this topic you can look at any introductory programming book.\n\nIt's also worth noting that some programming languages are "interpreted" at run-time rather than compiled (e.g. PERL).  There are also a range of what are termed low-level and high-level languages, with varying degrees of separation between what is usually termed the source and object code.
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yes its a purely object oriented. Its because pretty much every variable youuse is and object. Even types like String and Integer. There are also many objects already written in java, that java provides, that you can use to create something or inheret it into your own classes and objects. \n\nThere are however some basic types like int (not Integer like above) and double, and boolean.  But majerity of the language is object oriented and almost every object is a subclass of another class. Thats why you end up having to do things like System.out.println. Meaning println is dependent on out, which intern dependent on System. So when writting something you end up having many dependecies and some lines can edn up being quite long.\n\nAnyways, yes, for majority - java is object oriented. Not completely since it still has basic types like int and double.
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The object oriented programming will give the impression very unnatural to a programmer with a lot of procedural programming experience. In Object Oriented programming Encapsulation is the first pace. Encapsulation is the procedure of covering up of data and functions into a single unit (called class). An encapsulated object is often called an abstract data type. In this article let us see about it in a detailed manner. \n\nThe need of encapsulation is to protect or prevent the code (data) from accidental corruption due to the silly little errors that we are all prone to make. In Object oriented programming data is treated as a critical element in the program development and data is packed closely to the functions that operate on it and protects it from accidental modification from outside functions. \n\nEncapsulation provides a way to protect data from accidental corruption. Rather than defining the data in the form of public, we can declare those fields as private. The Private data are manipulated indirectly by two ways. The first method is using a pair of conventional accessor and mutator methods. Another one method is using a named property. Whatever be the method our aim is to use the data with out any damage or change.\n\nusing system;\npublic class Department\n{\nprivate string departname;\n.......\n\n// Accessor.\npublic string GetDepartname()\n{\nreturn departname;\n}\n\n// Mutator.\npublic void SetDepartname( string a)\n{\ndepartname=a;\n}\n\n}\nLike the above way we can protect the private data from the outside world. Here we use two separate methods to assign and get the required data.\n\npublic static int Main(string[] args)\n{\nDepartment d = new Department();\nd.SetDepartname("ELECTRONICS");\nConsole.WriteLine("The Department is :"+d.GetDepartname());\nreturn 0;\n}\nIn the above example we can't access the private data departname from an object instance. We manipulate the data only using those two methods.\n\nProperties are a new language feature introduced with C#. Only a few languages support \nthis property. Properties in C# helps in protect a field in a class by reading and writing to it. The first method itself is good but Encapsulation can be accomplished much smoother with properties.\n\nusing system;\npublic class Department \n{\nprivate string departname;\npublic string Departname\n{\nget\n{\nreturn departname;\n}\nset \n{\ndepartname=value;\n}\n}\n}\npublic class Departmentmain\n{\npublic static int Main(string[] args)\n{\nDepartment d= new Department();\nd.departname="Communication";\nConsole.WriteLine("The Department is :{0}",d.Departname);\nreturn 0;\n} \n}\n\nFrom the above example we see the usage of Encapsulation by using properties. The property has two accessor get and set. The get accessor returns the value of the some property field. The set accessor sets the value of the some property field with the contents of "value”. Properties can be made read-only. This is accomplished by having only a get accessor in the property implementation.
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When you have an OO language, my suggestion will always be to use those OO features.\nThat said, for C++ I would model objects and use their constructors to get a good start in which I can determine the order of construction by calling as needed. Please see the fist link below on how to manage static construction.\nSo don't think about "functions" but "state/objects" and their "initialization".
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A lecturer once gave me some advice.  He was on an interview panel and gave some code to a potential candidate.  He asked what was wrong with the code - as it turns out there was nothing wrong with it, but he wanted to see how the candidate deals with logical progession in program flow.  That said, I have added some links to a sites you may find useful as a starting point . . .