Simplified Programming Terminology (Tony Gaddis Style)

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A set of vocabulary flashcards covering fundamental programming and file-handling terminology from the lecture notes.

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45 Terms

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Array

A group of related values stored under one name, accessed by an index.

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Element

A single value stored inside an array.

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Subscript

The numeric index used to select an element in an array (e.g., 2 in names[2]).

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Sub

Gaddis’s spoken way to read an indexed array element, e.g., “names sub two.”

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Shifting

Moving array elements to fill a gap or create room.

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Swapping

Exchanging the positions of two elements.

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Parallel arrays

Two or more arrays whose elements at the same index are related.

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Create and initialize array

Defining an array and filling it with values in one step.

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Sequential search

Checking each array element in order until a match is found.

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Binary search

Searching a sorted list by repeatedly dividing the search interval in half.

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Bubble sort

Sorting by repeatedly swapping adjacent out-of-order elements until all are ordered.

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Insertion sort

Placing each new element into its correct position, like sorting playing cards.

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Text file

A file that stores human-readable characters.

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Binary file

A file that stores data in machine-readable form, not plain text.

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Open a file

Begin working with a file in a program.

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Close a file

Finish using a file and ensure changes are saved.

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Read data from a file

Transfer information from the file into the program.

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Write data to a file

Send information from the program into the file.

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Input file

A file opened for reading.

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Output file

A file opened for writing.

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Text editor

Software used to create or modify text files.

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File extension

The portion of a filename after the dot (e.g., .txt, .bin).

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Class

A blueprint defining the data and behaviors of objects.

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Object / Instance

A concrete entity created from a class.

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Field

A variable defined within a class that stores data.

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Method

A function defined within a class that performs an action.

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Constructor

A special method that initializes a new object.

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Accessor (Getter)

A method that returns a value stored in an object.

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Mutator (Setter)

A method that changes a value stored in an object.

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Encapsulation

Hiding an object’s inner workings and exposing only needed interfaces.

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Inheritance

A mechanism where a child class acquires attributes and behaviors of a parent class.

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Polymorphism

One interface or command performing different actions depending on the object.

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Overrides

When a subclass provides its own version of a parent-class method.

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Public / Private

Public members are accessible outside the class; private members are not.

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Procedural programming

Writing code as a sequence of steps without using objects.

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UML Chart

A diagram that visually represents classes and their relationships.

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GUI (Graphical User Interface)

The visual part of a program consisting of windows, buttons, boxes, etc.

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Controls

GUI elements users interact with, such as buttons or text boxes.

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Button control

A clickable GUI element that triggers an action.

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Label control

Static text displayed in a GUI; users cannot edit it.

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Text box control

A GUI box where the user can type input.

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Dialog box

A pop-up window displaying messages or questions to the user.

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Events

User actions like clicks, key presses, or mouse moves.

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Event handler

Code that runs in response to a specific event.

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Event-driven

A programming model where the application waits for and responds to events.