Object-Oriented Programming II

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Comprehensive vocabulary terms and definitions covering Object-Oriented Programming (OOP) principles, Java syntax, variables, operators, methods, and modularization according to the lecture notes.

Last updated 8:28 PM on 8/4/26
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61 Terms

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Object-Oriented Programming (OOP)

A programming paradigm that organizes software design around objects representing real-world entities rather than methods or logic.

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Object

An instance of a class that contains data (attributes) and methods defining its behavior.

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Class

A blueprint or template for creating objects that defines their structure and behavior.

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Attributes

Variables belonging to a class or object that hold its state or data.

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Methods

Functions defined inside a class that describe the behaviors of an object.

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Encapsulation

The concept of bundling data and methods into a single unit, typically a class, and restricting access to internal details.

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Inheritance

A principle that allows a child class to acquire properties and methods of a parent class to promote code reusability.

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Polymorphism

A principle allowing objects to take on multiple forms and enabling the same operation to behave differently depending on the object.

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Abstraction

The process of hiding implementation details and exposing only the essential features of an object, typically using abstract classes and interfaces.

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Modularity

An advantage of OOP where code is organized into classes, making it easier to manage and modify.

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Reusability

The ability to use existing code, often through inheritance, to create new classes.

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Scalability

The characteristic of OOP that makes it easier to scale large projects due to its modular nature.

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Maintainability

The ease of updating or debugging code without affecting other parts, promoted by encapsulation and abstraction.

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Case-sensitive

A characterization of Java where names like "MyClass" and "myclass" have different meanings.

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println()

A Java method that outputs values or prints text and inserts a new line at the end.

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print()

A Java method similar to println() that does not insert a new line at the end of the output.

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Single-line comments

Java comments starting with "//" used to explain code or prevent execution during testing.

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Multi-line comments

Java comments starting with "/" and ending with "/" for longer descriptions.

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Int

A variable type that stores integers (whole numbers) without decimals, such as 123123 or 123-123.

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Float

A variable type that stores floating point numbers with decimals, such as 19.9919.99 or 19.99-19.99.

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Char

A variable type that stores single characters, such as 'a' or 'B', surrounded by single quotes.

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String

A variable type that stores text, such as "Hello World", surrounded by double quotes.

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Bool

A variable type that stores values with two states: true or false.

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Identifiers

Unique names used to identify variables, which can contain letters, digits, underscores, and dollar signs.

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Modulus

An arithmetic operator (%) that returns the division remainder.

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Comparison Operators

Operators used to compare two values or variables, such as equal to (====) or not equal (!=!=).

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Logical and

A logical operator (&&) that returns true if both statements are true.

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length() method

A string method that returns the number of characters in a string.

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indexOf() method

A string method that returns the position of the first occurrence of a specified text in a string.

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Concatenation

The process of combining two strings using the ++ operator or the concat() method.

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Math.sqrt(x)

A Java method used to return the square root of a number.

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Math.random()

A Java method that returns a random number between 0.00.0 (inclusive) and 1.01.0 (exclusive).

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Math.abs(x)

A Java method that returns the absolute (positive) value of the provided number.

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Scanner class

A class found in the java.util package used to get user input.

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System.in

A predefined input stream used to read input from the keyboard.

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nextLine()

A Scanner method used to read String input from the user.

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nextInt()

A Scanner method used to read internal whole number (int) values from the user.

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Break

A statement used to jump out of a loop or switch block.

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Continue

A statement that breaks one iteration in a loop and continues with the next iteration.

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Array

A variable type used to store multiple values in a single container using square brackets and curly braces.

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Multidimensional Array

An array of arrays, useful for storing data in a tabular form with rows and columns.

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Scope

Determines where a method or variable can be accessed within a program.

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Static

A keyword indicating that a method or variable belongs to the class itself rather than a specific instance.

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Void

A keyword indicating that a method performs an action but does not return any value.

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Parameters

Variables specified after the method name inside parentheses that act as placeholders for information.

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Arguments

Information passed into methods as values during a method call.

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Method Overloading

When multiple methods have the same name but different parameters.

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Subclass (child)

A class that inherits from another class using the extends keyword.

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Superclass (parent)

The class being inherited from in an inheritance relationship.

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Access Modifiers

Keywords that control the visibility of classes, methods, and variables (public, protected, default, private).

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Public modifier

An access modifier where the member is accessible from any other class.

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Private modifier

An access modifier where the member is accessible only within its own class.

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Protected modifier

An access modifier where the member is accessible within its own package and by subclasses.

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Final

A non-access modifier used to declare constants and prevent method overriding or inheritance.

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Constructors

Special methods used to initialize objects' data members that are automatically called when an object is created.

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Abstract class

A restricted class that cannot be used to create objects and must be inherited to be accessed.

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Interface

A collection of abstract methods and constant variables used to define a contract of behavior for classes.

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Modularization

The process of dividing a software system into distinct, manageable units called modules.

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High Cohesion

A principle where each module performs a single, well-defined task.

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Low Coupling

A principle where modules have minimal dependencies on each other to reduce the ripple effect of changes.

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Separation of Concerns

A principle where different functionalities are handled in different modules to promote clarity.