Java Object-Oriented Programming (OOP) Fundamentals

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This set of vocabulary flashcards covers the fundamental concepts of Java and Object-Oriented Programming (OOP) including the JVM, classes, objects, and common error types.

Last updated 10:49 AM on 7/6/26
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10 Terms

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Java Virtual Machine (JVM)

A tool used to execute Java programs and make Java platform-independent, enabling the "Write Once, Run Anywhere" principle.

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Class

A blueprint for creating objects that defines their structure; in code, it starts with the keyword class followed by its name and curly braces { }.

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Object

A representation of real-world entities created from a class that can store data and perform actions.

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Variable

A named location used to store information that the program needs to use or change, such as intage=16;int\,age = 16;.

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Method

A reusable block of code organized to perform specific tasks; in Java, these belong to classes.

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Function

A block of code designed to perform a particular task and avoid repeating code; in Java, functions are specifically called methods.

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Library

A collection of pre-written classes and methods, such as Scanner and Math, provided so programmers do not have to create everything from scratch.

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Encapsulation

The practice of protecting data and controlling how it is accessed or modified using private variables and public getters and setters.

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Compile-Time Error

A mistake in the code identified by the compiler before the program runs, such as attempting to store text in an integer variable.

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Runtime Error

An error that occurs while the program is executing, such as division by zero (10/010 / 0), which causes the program to crash.