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Software Engineer
a person who designs, develops, and tests software for home, school, and business use
Integrated Development Environment (IDE)
an environment designed to assist programmers in creating, editing, and managing code efficiently
Class Header
consists of the class keyword and the name of the class
Source Code
a collection of programming commands
Syntax
the rules for how a programmer must write code for a computer to understand
Comment
a text note that is ignored by the compiler to explain or annotate the code
Syntax Error
a mistake in the code that does not follow a programming language’s syntax
Compiler
translates human-friendly program code into machine language that is required by computers. Checks program code for errors
Object-Oriented Programming
an approach to creating and using models of physical or imagined objects
Class
a programmer-defined blueprint from which objects are created
Object
an intance of a class
Attribute
a characteristic of an object
Behavior
an action that an object can perform
Constructor
a block of code that has the same name as the class and tells the computer how to create a new object
Instantiate
to call the constructor to create an object
Method
a named set of instructions to perform a task
Procedural Abstraction
provides a name for a process and allows a method to be used only knowing what it does, not how it does it
Dot Operator
used to call a method in a class
Logic Error
a mistake that causes a program to behave incorrectly or unexpectedly
Parameter
defines the type of value to receive when a method or constructor is called
Argument
the specific value provided when a method or constructor is called
String Literal
a sequence of characters enclosed in quotation marks (“ “)
Algorithm
a finite set of instructions that accomplish a task
Iteration Statement
a control structure that repeatedly executes a block of code
Condition
determines whether or not execute a block of code
Artificial Intelligence (AI)
a technology that mimics human intelligence, performing tasks such as understanding language, recognizing patterns, and making decisions
Large Language Model (LLM)
a general purpose form of AI that is trained on a very, very large body of knowledge
Inheritance
an object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass
Superclass
a class that can be extended to create subclasses
Subclass
a class that extends a superclass and inherits its attributes and behaviors
Tester Class
the class that contains the main method and from where the program starts running
Method Signature
consists of a name and parameter list
Return Type
the value returned before a method completes its execution and exits
Return
to exit a method and go back to the point in the program that called it with the requested value or information
Void
specifies that a method should not have a return value
Programming Style
a set of guidelines and best practices for formatting program code
Documentation
written descriptions of the purpose and functionality of code
Commit
an operation which saves the latest changes of the code and represents a snapshot of a project
Code Review
the process of examining code and providing feedback to improve the quality and functionality of the program
Selection Statement
a statement that only executes when a condition is true
Variable
a container that stores a value in memory
Data Type
the format of the data that can be stored in a variable
Declaration
giving a name and data type to a variable
Two-Way Selection Statement
specifies a block of code to execute when the condition is true and a block of code to execute when the condition is false
Logical Operator
an operator that returns a Boolean value