AP CSA UNIT 1 VOCABS

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Last updated 5:25 AM on 9/7/26
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42 Terms

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class header

The title tag at the top of the blueprint that names it.

  • public class ToyCar { <-- This line is the Class Header

    // The blueprint details go here

    }


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source code

The actual words and numbers you type into the computer to make a program—like writing down a recipe before baking.

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syntax

The spelling and grammar rules of a coding language. If you make a typo or forget a punctuation mark, the computer gets confused!

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comment

A note left in the code for humans to read. The computer skips right over it when running the program.

  • // This is a comment! The computer ignores this line.


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class

The master blueprint or mold. A blueprint for a toy car isn't a real car yet, but it tells you how to make one.

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object

The real, tangible thing built from the blueprint. If "ToyCar" is the blueprint, the actual red plastic car sitting on your desk is the object.

  • an instance of a class


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instantiate

The action of actually making the object from the blueprint (like pressing the "Build" button or opening the box).

  • ToyCar myCar = new ToyCar(); <-- "new" INSTANTIATES (creates) the object


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object-oriented programming

Building software using "objects" (like Lego blocks) that hold both information and actions, making code easy to organize and reuse.

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method

The specific block of code that tells the toy how to perform that action.


public void honk() {

System.out.println("Beep beep!"); <-- Method defining the honk behavior

}

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dot operator

The remote control button! You use a period (.) to reach inside an object and press its buttons or check its settings.


  • myCar.honk(); <-- The dot (.) tells "myCar" to do its "honk" action


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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

  • public ToyCar(String color) {

    // Gives the toy its color when created

    }


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behavior

What the toy can do (like drive, make a sound, or flash lights).

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while

A while loop tells the computer to repeat an action over and over again while a specific rule (condition) stays true. The moment that rule turns false, the computer stops repeating and moves on to the next line of code.


  • while (jesse.canMove()) {

jesse.move();

}


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class

The master blueprint or mold. A blueprint for a toy car isn't a real car yet, but it tells you how to make one.

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Integrated Development Environment (IDE)

A special computer app designed for programmers that acts like an all-in-one workshop for writing, editing, and running code easily.

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syntax error

A typo or broken grammar rule in your code that makes the computer get confused and stop before running.

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compiler

A fast translator program inside the computer that converts human-written code into machine language and catches syntax errors.

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attribute

A characteristic, property, or detail that describes what an object looks like or holds (like paint color or direction).


  • public class Painter {

String color = "red"; // "color" is an attribute describing the Painter

}

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Procedural Abstraction

Knowing what a action/method does without needing to worry about the complicated details of how it does it behind the scenes.

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logic error

(when there is a flaw in the algorithm)

  • A mistake in your thinking where the code runs without crashing, but the program gives the wrong answer or makes the wrong move (like turning right when you meant left).


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Parameter

The blank variable spot in a method header waiting to accept a specific detail or piece of information.

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argument

  • The actual value or item you pass into a method call when you ask it to run.


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String Literal

Plain text wrapped inside double quotes (" ") that the computer reads as literal word data.


  • // "green" is a string literal:

    String colorName = "green";

    myPainter.paint("green");


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Algorithm

A step-by-step set of instructions or recipe to accomplish a specific task or solve a problem.


  • // An algorithm to move forward and paint 2 spots:

    myPainter.move();

    myPainter.paint("blue");

    myPainter.move();

    myPainter.paint("blue");


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Iteration Statement

A loop structure that repeats a chunk of code over and over again while a condition stays true.

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exception

type of run-time error…

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multi-line comment

/* */ (how to code)

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condition

A true-or-false test that the computer checks to decide whether to run a loop or an if statement.


  • // "myPainter.canMove()" is the condition being evaluated:

    if (myPainter.canMove()) {

    myPainter.move();

    }


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Large Language Model (LLM)


A super-smart type of AI trained on millions of books, articles, and websites so it can understand and generate human-like text and computer code.

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Inheritance

An OOP rule where a child class automatically receives all the features, methods, and traits of a parent class.


  • // PainterPlus gets everything from Painter automatically:

    public class PainterPlus extends Painter {

    // Inherits move(), turnLeft(), paint(), etc.

    }


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Superclass

The parent class that shares its variables and methods down to child classes.


  • // Painter is the superclass (parent) in this example:

    public class Painter {

    // Base capabilities defined here

    }


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Subclass

The child class that extends a parent superclass to gain its features plus add new powers of its own.

  • // PainterPlus is the subclass (child):

    public class PainterPlus extends Painter {

    public void turnAround() {

    turnLeft();

    turnLeft();

    }

    }


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Tester Class


The main starting file in a Java project that contains public static void main(String[] args) where the computer actually starts running your project

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Method Signature


  • The official name and input parameter list of a method that uniquely identifies it to Java


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Return Type



The category of data that a method finishes up and hands back to you (like int, boolean, or String).

Code Example:

Java

// "boolean" is the return type:
public boolean canMove() {
    return true; 


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Return

  • Kid Definition: The action of exiting a method and handing a finished piece of information back to whichever code called it.

  • Code Example:

    Java

    public int getPaintCount() {
        return 5; // Sends the number 5 back and exits the method
    }


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Void


  • Kid Definition: A keyword used when a method performs a task but does NOT hand back any data or value when it finishes.

  • Code Example:

    Java

    // "void" means no value is returned:
    public void turnLeft() {
        // perform action only
    }


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Selection Statement



  • A decision-making structure (like an if statement) that only executes a block of code if a condition evaluates to true.

  • Code Example:

    Java

    if (myPainter.isOnBucket()) {
        myPainter.takePaint();
    }
    


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Two-Way Selection Statement


  • Kid Definition: An if-else statement that gives the computer two choices: run Block A if true, or run Block B if false.

  • Code Example:

    Java

    if (myPainter.canMove()) {
        myPainter.move();
    } else {
        myPainter.turnLeft();
    }


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Logical Operator

  • Kid Definition: A special symbol (like ! for NOT) used to combine or invert true/false conditions.

  • Code Example:

    Java

    // The ! operator flips true to false (if NOT facing north):
    if (!myPainter.isFacingNorth()) {
        myPainter.turnLeft();
    }


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print () vs println ()

  • print(): Keeps the cursor on the same line & Next statement prints directly after the current text.

  • println(): Appends a newline (\n) and moves the cursor to the next line & Next statement prints on a brand new line.


  • print(): "Hello" + "World" → Hello World

  • println(): "Hello" + "World" →

    Hello

    World