COMP 1131 Module 1 – Introduction to Java Programming

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Vocabulary flashcards covering key terms, tools, errors, and object-oriented concepts introduced in Module 1.

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40 Terms

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Java

An object-oriented programming language created by Sun Microsystems in 1995.

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Sun Microsystems

The company that originally developed and released the Java programming language.

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Class

The basic Java program unit that serves as a blueprint for creating objects and grouping related methods and data.

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Method

A block of code inside a class that defines a specific behavior or action an object can perform.

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main method

The special method (public static void main(String[] args)) that starts execution of every Java application.

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Comment

Non-executing text added to source code to explain purpose or processing; ignored by the compiler.

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Single-line comment

A Java comment beginning with // that continues to the end of the line.

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Multi-line comment

A Java comment that starts with /* and ends with */; may span several lines.

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Javadoc comment

A documentation comment beginning with /** … */ that can be processed to generate HTML API docs.

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Identifier

A programmer-defined name in Java made of letters, digits, $, or _ but never starting with a digit.

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Reserved word

A special identifier (keyword) that has predefined meaning in Java and cannot be used as a programmer-defined name.

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Case sensitivity

Java treats uppercase and lowercase letters as different, so ‘Main’ and ‘main’ are distinct identifiers.

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Semicolon (;)

Symbol that ends most Java statements, acting like a period in English.

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Braces { }

Characters used to group statements into blocks, defining scope for classes, methods, loops, etc.

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Whitespace

Spaces, tabs, and blank lines that separate tokens in source code; extra whitespace is ignored by the compiler.

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Programming language levels

Categories of languages: machine, assembly, high-level, and fourth-generation, each further from hardware but easier for humans.

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Machine language

Binary instructions a specific CPU can execute directly.

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Assembly language

A low-level symbolic representation of machine language that uses mnemonics; assembled into machine code.

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High-level language

A human-oriented programming language (e.g., Java, C++) translated into machine code by a compiler or interpreter.

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Fourth-generation language (4GL)

Even higher-level languages focused on specific domains or declarative styles, designed for rapid development.

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Compiler

Software that translates source code in a high-level language into a target language (often machine code or bytecode).

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Interpreter

Software that translates and executes code (e.g., Java bytecode) line by line at run time.

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Bytecode

The portable intermediate representation produced by the Java compiler; executed by the Java interpreter/JVM.

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Architecture-neutral

A property of Java whereby bytecode can run on any platform with a compatible Java Virtual Machine.

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Integrated Development Environment (IDE)

A software suite (e.g., Eclipse, NetBeans) that combines editor, compiler, debugger, and other tools for programming.

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Debugger

An IDE tool that helps locate and fix errors by allowing step-by-step execution, variable inspection, and breakpoints.

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Syntax (programming)

The set of rules that define the correct arrangement of symbols and words in source code.

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Semantics (programming)

The meaning of a syntactically correct statement—what the program actually does.

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Compile-time error

An error detected by the compiler due to syntax or other basic rule violations; prevents creation of an executable.

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Run-time error

An error that occurs while the program is executing (e.g., divide by zero) and may cause abnormal termination.

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Logical error

A flaw in program logic that yields incorrect results even though the program compiles and runs.

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Software development process

The set of activities—requirements, design, implementation, and testing—used to create reliable software.

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Functional specification

A document that expresses the software requirements, detailing what the program must accomplish.

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Object-oriented programming (OOP)

A programming paradigm that organizes software as a collection of interacting objects defined by classes.

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Object

An instance of a class that encapsulates state (data) and behaviors (methods).

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State (of an object)

The descriptive attributes or data stored inside an object (e.g., account number, balance).

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Behavior (of an object)

The actions or operations an object can perform, defined by its methods (e.g., deposit, withdraw).

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Class blueprint

The design template specifying the fields and methods from which multiple identical-structure objects can be created.

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Encapsulation

The OOP principle of bundling data with methods and restricting direct access to an object’s internal state.

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Inheritance

An OOP mechanism where one class derives properties and behaviors from another, forming class hierarchies.