Computer Science Unit 1

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Last updated 2:09 AM on 9/1/26
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45 Terms

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Software Engineer

a person who designs, develops, and tests software for home, school, and business use

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Integrated Development Environment (IDE)

an environment designed to assist programmers in creating, editing, and managing code efficiently

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Class Header

consists of the class keyword and the name of the class

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Source Code

a collection of programming commands

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Syntax

the rules for how a programmer must write code for a computer to understand

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Comment

a text note that is ignored by the compiler to explain or annotate the code

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Syntax Error

a mistake in the code that does not follow a programming language’s syntax

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Compiler

translates human-friendly program code into machine language that is required by computers. Checks program code for errors

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Object-Oriented Programming

an approach to creating and using models of physical or imagined objects

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Class

a programmer-defined blueprint from which objects are created

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Object

an intance of a class

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Attribute

a characteristic of an object

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Behavior

an action that an object can perform

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Constructor

a block of code that has the same name as the class and tells the computer how to create a new object

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Instantiate

to call the constructor to create an object

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Method

a named set of instructions to perform a task

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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

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Dot Operator

used to call a method in a class

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Logic Error

a mistake that causes a program to behave incorrectly or unexpectedly

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Parameter

defines the type of value to receive when a method or constructor is called

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Argument

the specific value provided when a method or constructor is called

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String Literal

a sequence of characters enclosed in quotation marks (“ “)

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Algorithm

a finite set of instructions that accomplish a task

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Iteration Statement

a control structure that repeatedly executes a block of code

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Condition

determines whether or not execute a block of code

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Artificial Intelligence (AI)

a technology that mimics human intelligence, performing tasks such as understanding language, recognizing patterns, and making decisions

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Large Language Model (LLM)

a general purpose form of AI that is trained on a very, very large body of knowledge

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Inheritance

an object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass

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Superclass

a class that can be extended to create subclasses

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Subclass

a class that extends a superclass and inherits its attributes and behaviors

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Tester Class

the class that contains the main method and from where the program starts running

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Method Signature

consists of a name and parameter list

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Return Type

the value returned before a method completes its execution and exits

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Return

to exit a method and go back to the point in the program that called it with the requested value or information

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Void

specifies that a method should not have a return value

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Programming Style

a set of guidelines and best practices for formatting program code

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Documentation

written descriptions of the purpose and functionality of code

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Commit

an operation which saves the latest changes of the code and represents a snapshot of a project

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Code Review

the process of examining code and providing feedback to improve the quality and functionality of the program

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Selection Statement

a statement that only executes when a condition is true

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Variable

a container that stores a value in memory

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Data Type

the format of the data that can be stored in a variable

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Declaration

giving a name and data type to a variable

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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

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Logical Operator

an operator that returns a Boolean value