1.1. Programming

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Last updated 11:15 AM on 5/5/25
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22 Terms

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Variable

A named memory location that stores a changeable value during program execution.

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Constant

A value that does not change during program execution.

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Data type

A classification of data, e.g. integer, string, boolean.

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Sequence

Instructions that are executed in order.

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Selection

Decision-making in code, e.g. using if, elif, else.

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Iteration

Repeating code using loops, e.g. for, while.

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Subroutine

A reusable block of code (function or procedure).

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Parameter

A variable used to pass data into a subroutine.

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Return value

The result a function gives back when called.

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Modular programming

Breaking a program into manageable, independent modules.

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Class

A blueprint for creating objects, containing attributes and methods.

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Object

An instance of a class with specific values for attributes.

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Attribute

A variable inside an object (e.g. name, age).

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Method

A function defined within a class.

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Constructor

A method used to initialize a new object, often named init.

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Instantiation

The process of creating an object from a class.

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Encapsulation

Keeping internal object details private and secure.

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Inheritance

A mechanism where a class gets properties from a parent class.

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Polymorphism

Using the same method name in different classes with different behaviors.

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Public

methods can be accessed anywhere

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Protected

methiods can be accessed in subclasses

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Private

methods can only be accessed in the same class

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