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Variable
A named memory location that stores a changeable value during program execution.
Constant
A value that does not change during program execution.
Data type
A classification of data, e.g. integer, string, boolean.
Sequence
Instructions that are executed in order.
Selection
Decision-making in code, e.g. using if, elif, else.
Iteration
Repeating code using loops, e.g. for, while.
Subroutine
A reusable block of code (function or procedure).
Parameter
A variable used to pass data into a subroutine.
Return value
The result a function gives back when called.
Modular programming
Breaking a program into manageable, independent modules.
Class
A blueprint for creating objects, containing attributes and methods.
Object
An instance of a class with specific values for attributes.
Attribute
A variable inside an object (e.g. name, age).
Method
A function defined within a class.
Constructor
A method used to initialize a new object, often named init.
Instantiation
The process of creating an object from a class.
Encapsulation
Keeping internal object details private and secure.
Inheritance
A mechanism where a class gets properties from a parent class.
Polymorphism
Using the same method name in different classes with different behaviors.
Public
methods can be accessed anywhere
Protected
methiods can be accessed in subclasses
Private
methods can only be accessed in the same class