Unit 2: Programming Languages

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Vocabulary terms and definitions covering the fundamental concepts of Object Oriented Programming and the Greenfoot Java environment.

Last updated 3:12 PM on 5/9/26
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18 Terms

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OOP (Object Oriented Programming)

Programming based on collections of objects that interact with each other.

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Object

An instance of a class that can be a data structure, a variable, or a function with an allocated memory location.

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Class

An entity that serves as a template or set of instructions to determine how an object will behave and what it will contain.

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Methods

An action or behaviour that an object is able to perform.

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Encapsulation

The process of wrapping data and the code that operates on it into a single entity, placing variables and methods inside the class.

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Abstraction

The process of hiding non-essential features and showing only the essential features.

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Inheritance

A concept where a new (derived) sub-class inherits the states and behaviours of an existing (base) super class.

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Polymorphism

The concept that allows actions to act differently based on the object performing the action.

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Conceptual Advantage (OOP)

An advantage where program objects are modelled on real-world objects.

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Modularity (OOP)

The ability to write and maintain source code for an object independently of the source code for other objects.

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Code re-use

The ability to use existing objects in other programs, allowing specialists to implement, test, and debug complex objects.

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Debugging (OOP Advantage)

The ability to replace a problematic object with one that functions correctly without disrupting the entire system.

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Greenfoot

A Java interactive development environment used for developing two-dimensional graphical applications like simulations and interactive games.

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Class Variables

Attributes shared in common among all objects of a class.

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Class Methods

Methods that act on attributes of the whole class through class variables and cannot access instance variables.

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Instance Variables and Methods

Features of a class that are object specific rather than shared by the entire class.

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Parameter Passing

The practice of moving data into methods, which can be implemented 'by value' or 'by reference'.

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Actors

Objects used within the Greenfoot environment that can be moved, added, or removed from worlds.