CSA 3.1-3.4 Vocabulary

0.0(0)
studied byStudied by 0 people
0.0(0)
call with kaiCall with Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/25

flashcard set

Earn XP

Description and Tags

CSA Runestone 3.1-3.4 Vocabulary Terms

Last updated 8:54 PM on 1/28/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

26 Terms

1
New cards

Abstraction

It is the process of reducing complexity by focusing on the main idea. By hiding details irrelevant to the question at hand and bringing together related and useful details, abstraction reduces complexity and allows one to focus on the idea.

2
New cards

Data Abstraction

It provides a separation between the abstract properties of a data type and the concrete details of its representation. Data abstraction manages complexity by giving data a name without referencing the specific details of the representation. Data can take the form of a single variable or a collection of data, such as in a class or a set of data.

3
New cards

Attribute

A type of data abstraction that is defined in a class outside any method or constructor

4
New cards

Instance Variable

It is an attribute whose value is unique to each instance of the class

5
New cards

Class Variable

It is an attribute shared by all instances of the class

6
New cards

Procedural Abstraction

It provides a name for a process and allows a method to be used only knowing what it does, not how it does it.

7
New cards

Method Decomposition

It is when a programmer breaks down larger behaviors of the class into smaller behaviors by creating methods to represent each individual smaller behavior

8
New cards

Object Oriented Design

start by deciding which classes are needed to solve a problem and then figure out the data and methods in each class

9
New cards

Unified Modeling Language (UML)

Formal system for drawing classes

10
New cards

Class Diagrams

way to represent the classes in a program and the data and procedural abstractions found in each class

11
New cards

System Reliability

Refers to the program being able to perform its tasks as expected under stated conditions without failure

12
New cards

Open Source

Free to use

13
New cards

Class

defines a blueprint for creating objects

14
New cards

Object

new instances of a class

15
New cards

Data Encapsulation

a technique in which the implementation details of a class are kept hidden from external classes

16
New cards

Instance Variables

define the attributes or data needed for objects

17
New cards

Methods

define the behaviors or functions of the object

18
New cards

Constructors

initializes the instance variables when the object is created

19
New cards

Access Modifiers

What public and private are and they affect how you can the access classes, data, constructors, and methods

20
New cards

Instance Methods

Define what we can actually do with an object, their behaviors and functions

21
New cards

Private

Only things in the same class as the variable can access it without an accessor method

22
New cards

Parameter List

In parenthesis that declare the variables that will be used to hold the arguments passed when the constructor is called

23
New cards

State

Refers to its attributes and their values at a given time and is defined by instance variables belonging to the object

24
New cards

Valid State

When all objects instance variables have values that let us use the object by invoking its public methods

25
New cards

Default Constructor

When no constructor is written, Java provides a no-parameter constructor, and the instance variables are set to default values according to the data type of the attribute. 0 for int, 0.0 for double, false for boolean, and null for string.

26
New cards

Overloading

When more than one constructor is defined in a class