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Class
A blueprint for creating objects
Object
An individual instance of a class
Attribute/Field
Data that describes an object
Method
An action an object can perform
Constructor
Special code used to create/initialize an object
Integrated Development Environment (IDE)
a specialized software designed to assist programmers in creating, editing, and
managing code efficiently
class header
consists of the class keyword and the name of the class
comment
a text note to explain or annotate the code and is ignored when the program is run
compiler
a special program that translates code written in one programming language (like Java) into
another language (like machine code that your computer understands)
source code
a collection of programming commands
syntax
the rules for how a programmer must write code for a computer to understand
syntax error
a mistake in the code that does not follow a programming language's syntax
attribute
a characteristic of an object
behavior
an action that an object can perform
class
a programmer-defined blueprint from which objects are created
object
an instance of a class
object-oriented programming
an approach to creating and using models of physical or imagined objects
constructor
a block of code that has the same name as the class and tells the computer how to create a new object
exception
a type of run-time error that interrupts the normal flow of the program's execution
instantiate
to call the constructor to create an object
run-time error
a mistake in the program that occurs during the execution of a program
dot operator
used to call a method in a class
method
a named set of instructions to perform a task
procedural abstraction
provides a name for a process and allows a method to be used only knowing what it does, not how it does it
argument
the specific value provided when a method or constructor is called
logic error
occurs when a program behaves in an incorrect or unexpected way
parameter
defines the type of value to receive when a method or constructor is called
string literal
a sequence of characters enclosed in quotation marks ( " " )
algorithm
a finite set of instructions that accomplish a task
condition
determines whether or not to execute a block of code
iteration statement
a control structure that repeatedly executes a block of code
Artificial Intelligence (AI)
a technology that mimics human intelligence, performing tasks such as understanding language, recognizing patterns, and making decisions.
Large Language Model (LLM)
a general purpose form of AI that is trained on a very, very large body of knowledge.
inheritance
an object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass
subclass
a class that extends a superclass and inherits its attributes and behaviors
superclass
a class that can be extended to create subclasses
tester class
the class that contains the main method and from where the program starts running