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Vocabulary flashcards covering key terms, tools, errors, and object-oriented concepts introduced in Module 1.
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Java
An object-oriented programming language created by Sun Microsystems in 1995.
Sun Microsystems
The company that originally developed and released the Java programming language.
Class
The basic Java program unit that serves as a blueprint for creating objects and grouping related methods and data.
Method
A block of code inside a class that defines a specific behavior or action an object can perform.
main method
The special method (public static void main(String[] args)) that starts execution of every Java application.
Comment
Non-executing text added to source code to explain purpose or processing; ignored by the compiler.
Single-line comment
A Java comment beginning with // that continues to the end of the line.
Multi-line comment
A Java comment that starts with /* and ends with */; may span several lines.
Javadoc comment
A documentation comment beginning with /** … */ that can be processed to generate HTML API docs.
Identifier
A programmer-defined name in Java made of letters, digits, $, or _ but never starting with a digit.
Reserved word
A special identifier (keyword) that has predefined meaning in Java and cannot be used as a programmer-defined name.
Case sensitivity
Java treats uppercase and lowercase letters as different, so ‘Main’ and ‘main’ are distinct identifiers.
Semicolon (;)
Symbol that ends most Java statements, acting like a period in English.
Braces { }
Characters used to group statements into blocks, defining scope for classes, methods, loops, etc.
Whitespace
Spaces, tabs, and blank lines that separate tokens in source code; extra whitespace is ignored by the compiler.
Programming language levels
Categories of languages: machine, assembly, high-level, and fourth-generation, each further from hardware but easier for humans.
Machine language
Binary instructions a specific CPU can execute directly.
Assembly language
A low-level symbolic representation of machine language that uses mnemonics; assembled into machine code.
High-level language
A human-oriented programming language (e.g., Java, C++) translated into machine code by a compiler or interpreter.
Fourth-generation language (4GL)
Even higher-level languages focused on specific domains or declarative styles, designed for rapid development.
Compiler
Software that translates source code in a high-level language into a target language (often machine code or bytecode).
Interpreter
Software that translates and executes code (e.g., Java bytecode) line by line at run time.
Bytecode
The portable intermediate representation produced by the Java compiler; executed by the Java interpreter/JVM.
Architecture-neutral
A property of Java whereby bytecode can run on any platform with a compatible Java Virtual Machine.
Integrated Development Environment (IDE)
A software suite (e.g., Eclipse, NetBeans) that combines editor, compiler, debugger, and other tools for programming.
Debugger
An IDE tool that helps locate and fix errors by allowing step-by-step execution, variable inspection, and breakpoints.
Syntax (programming)
The set of rules that define the correct arrangement of symbols and words in source code.
Semantics (programming)
The meaning of a syntactically correct statement—what the program actually does.
Compile-time error
An error detected by the compiler due to syntax or other basic rule violations; prevents creation of an executable.
Run-time error
An error that occurs while the program is executing (e.g., divide by zero) and may cause abnormal termination.
Logical error
A flaw in program logic that yields incorrect results even though the program compiles and runs.
Software development process
The set of activities—requirements, design, implementation, and testing—used to create reliable software.
Functional specification
A document that expresses the software requirements, detailing what the program must accomplish.
Object-oriented programming (OOP)
A programming paradigm that organizes software as a collection of interacting objects defined by classes.
Object
An instance of a class that encapsulates state (data) and behaviors (methods).
State (of an object)
The descriptive attributes or data stored inside an object (e.g., account number, balance).
Behavior (of an object)
The actions or operations an object can perform, defined by its methods (e.g., deposit, withdraw).
Class blueprint
The design template specifying the fields and methods from which multiple identical-structure objects can be created.
Encapsulation
The OOP principle of bundling data with methods and restricting direct access to an object’s internal state.
Inheritance
An OOP mechanism where one class derives properties and behaviors from another, forming class hierarchies.