object-oriented programming
an approach to creating and using models of physical or imagined objects
class
a programmer-defined list of attributes and instructions (“blueprint”) from which objects are used
object
an instance of a class
attribute
a characteristic of an object; also known as a field or property
behavior
an action that an object can perform; also known as a method
instantiate
to call the constructor to create an object
constructor
a block of code that has the same name as the class and tells the computer how to create a new object
reference variable
a variable that points to an object
state
the attributes represented by the object’s instance variables
uml diagram
a standard way to visualize the design of a system or software
parameter
a variable in the method that defines the type of value to receive when the method is called
dot operator
a dot that is used to call a method in a class
argument
a value passed to a method when the method is called
string literal
a sequence of characters enclosed in quotation marks (“ ")
superclass
a class that can be extended to create subclasses
subclass
a class that extends a superclass and inherits its attributes and behaviors
inheritance
a programming principle where a subclass inherits the attributes and behaviors of a superclass
tester class
the class that contains the main method and from where the program starts running
return type
specifies the value returned before a method completes its execution and exits
method signature
consists of a name and parameter list
return
to exit a method and going back to the point in the program that called it with the requested value or information
void
specifies that a method should not have a return value
programming style
a set of guidelines and best practices for formatting program code
documentation
written descriptions of the purpose and functionality of code
commit
an operation which saves the latest changes of the code and represents a snapshot of a project
code review
the process of examining code and providing feedback to improve the quality and functionality of the program
sequencing
putting steps in order
selection
deciding which steps to do next
iteration statement
a control structure that repeatedly executes a block of code
selection statement
a statement that only executes when a condition is true
variable
a container that stores a value in memory; can hold only one value at a time
data type
the format of the data that can be assigned to a variable
declaration
giving a name and a data type to a variable
concatenation
joining two strings together (Hint: it’s also Mrs. Guy’s favorite coding-related word!)
decomposition
breaking a problem down into smaller parts
redundant code
code that is unnecessary
efficient
getting the best outcome with the least amount of waste
pseudocode
a plain language description of the steps in an algorithm
two-way selection statement
specifies a block of code to execute when the condition is true and a block of code to execute when the condition is false
logical operator
an operator that returns a Boolean value