1/44
A set of vocabulary flashcards covering fundamental programming and file-handling terminology from the lecture notes.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Array
A group of related values stored under one name, accessed by an index.
Element
A single value stored inside an array.
Subscript
The numeric index used to select an element in an array (e.g., 2 in names[2]).
Sub
Gaddis’s spoken way to read an indexed array element, e.g., “names sub two.”
Shifting
Moving array elements to fill a gap or create room.
Swapping
Exchanging the positions of two elements.
Parallel arrays
Two or more arrays whose elements at the same index are related.
Create and initialize array
Defining an array and filling it with values in one step.
Sequential search
Checking each array element in order until a match is found.
Binary search
Searching a sorted list by repeatedly dividing the search interval in half.
Bubble sort
Sorting by repeatedly swapping adjacent out-of-order elements until all are ordered.
Insertion sort
Placing each new element into its correct position, like sorting playing cards.
Text file
A file that stores human-readable characters.
Binary file
A file that stores data in machine-readable form, not plain text.
Open a file
Begin working with a file in a program.
Close a file
Finish using a file and ensure changes are saved.
Read data from a file
Transfer information from the file into the program.
Write data to a file
Send information from the program into the file.
Input file
A file opened for reading.
Output file
A file opened for writing.
Text editor
Software used to create or modify text files.
File extension
The portion of a filename after the dot (e.g., .txt, .bin).
Class
A blueprint defining the data and behaviors of objects.
Object / Instance
A concrete entity created from a class.
Field
A variable defined within a class that stores data.
Method
A function defined within a class that performs an action.
Constructor
A special method that initializes a new object.
Accessor (Getter)
A method that returns a value stored in an object.
Mutator (Setter)
A method that changes a value stored in an object.
Encapsulation
Hiding an object’s inner workings and exposing only needed interfaces.
Inheritance
A mechanism where a child class acquires attributes and behaviors of a parent class.
Polymorphism
One interface or command performing different actions depending on the object.
Overrides
When a subclass provides its own version of a parent-class method.
Public / Private
Public members are accessible outside the class; private members are not.
Procedural programming
Writing code as a sequence of steps without using objects.
UML Chart
A diagram that visually represents classes and their relationships.
GUI (Graphical User Interface)
The visual part of a program consisting of windows, buttons, boxes, etc.
Controls
GUI elements users interact with, such as buttons or text boxes.
Button control
A clickable GUI element that triggers an action.
Label control
Static text displayed in a GUI; users cannot edit it.
Text box control
A GUI box where the user can type input.
Dialog box
A pop-up window displaying messages or questions to the user.
Events
User actions like clicks, key presses, or mouse moves.
Event handler
Code that runs in response to a specific event.
Event-driven
A programming model where the application waits for and responds to events.