Programming Basics and Java Development Flashcards

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This set covers fundamental programming concepts, object-oriented principles, and the specific mechanics of the Java development and execution environment as discussed in the lecture.

Last updated 5:54 PM on 8/19/26
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31 Terms

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Machine language

The most basic circuitry level language that the processor understands and executes.

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High level programming language

A language that uses a vocabulary of reasonable terms and allows for simple statements that translate to multiple lines of machine code.

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Keywords

Special words set aside for specific purposes in a programming language's vocabulary.

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Syntax

The set of rules for the language defining how keywords and other terms can work together and be interpreted into meaningful statements.

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Programming statements

A set of keywords and other terms put together following syntax to command the program to carry out particular tasks.

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Compiler

A program that translates high level language down to machine code or intermediate code.

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Interpreter

A program that reads instructions and communicates with the operating system to execute them line by line in real time.

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Debugging

The process of removing errors from a computer program, originally named after removing actual insects from vacuum tube computers.

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Syntax error

A problem where written statements do not properly obey the rules of the language, preventing the compiler from understanding or running the code.

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Logic error

An error where the compiler can interpret and run the program, but it does not perform as intended because the logic was written incorrectly.

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Procedural programming languages

Programming languages based on a set of operations done in a sequence, performing tasks in order one after the other.

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Variables

Named locations in memory used to store, manipulate, or refer to data.

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Spaghetti code

A term for programs with too many go to statements that jump around, making them hard to debug and expand.

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Object oriented programming languages

Languages that allow the creation of classes as blueprints to combine variables and procedures together to represent objects.

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Class

A plan or blueprint for an object that defines attributes and methods.

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Attributes

Characteristics that define the objects within a class.

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State

The value of an object's attributes at a given time.

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Objects

Specific concrete instances of classes.

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Method

A self-contained block of program code that carries out an action, also known as a function or procedure.

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Encapsulation

The practice of concealing internal values and methods from outside sources to provide security and prevent accidental changes.

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Inheritance

A feature of object oriented programming where a lower-level class can acquire basic attributes from a higher-level class.

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Polymorphism

The concept where the same word or symbol is interpreted differently based on context, such as the plus sign (++) performing addition for numbers or concatenation for strings.

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Java Virtual Machine (JVM)

A virtual computer that allows Java to be architecturally neutral by running bytecode instead of compiling directly to machine code.

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Source code

Programming statements written in a high level language that have not yet been translated.

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Bytecode

The binary program statements saved in a .class file that the Java compiler converts source code into.

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WARA

An acronym for 'Write Once Run Anywhere,' describing Java's ability to run on any device that has a JVM.

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Console application

A program that supports character output and uses a text-based interface.

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GUI (Graphical User Interface)

A windowed application interface that uses icons, menus, and mouse pointers.

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println

A Java method (short for print line) that prints a line of text to the output and moves the cursor to the next line.

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Arguments

Information provided inside parentheses following a method name that the method needs to perform its task.

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String

A series of characters representing text, identified in Java by being enclosed in double quotation marks.