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Computational Thinking
A way of solving problems by breaking them down into smaller steps, spotting patterns, & creating clear instructions that a computer ( or person ) can follow
Algorithm
A step - by - step set of instructions to solve a problem.
Abstractions
Focusing only on relevant details of a problem & ignoring irrelevant information.
Decomposition
Breaking down a complex problem into smaller parts.
Pattern Recognition
Finding similarities/patterns in a problem
Class
A blueprint (set of instructions) used to create objects in Java (e.g., Spider, Fly )
Object
An instance (version) of a class (e.g., a specific fly in the world)
Instantiation
Term for creating an instance of a class
Constructor
Special method that sets the initial properties of an object - always has the same name as the class.
Method
A blocl of code within a class that performs a specific task. Always has parenthesis “()” after the name of the method.
Properties
The values or characteristics that belong to an object (are usually stored in variables inside a class).
Inheritance
Inheritance means one class can get features ( properties & methods ) from another class.
For loop
Used to repeat code for a specific/fixed number of times.
if/else statements
Used for decision-making in code.
If statement is used to make decisions.
Else statement is used to specify a block of code to be executed if a given condition is false.
Comments
Notes in code that are ignored by the compiler
Debugging
The process of finding & correcting errors in a program.