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Object Oriented Programming
A programming paradigm that uses "objects" to represent data and methods.
Abstraction
Simplifying complex systems by focusing on essential characteristics and hiding unnecessary details.
Encapsulation
Bundling of data and actions into objects, allowing for data hiding and a clean interface.
Class
A blueprint for creating objects, defining attributes and methods.
Object
A specific instance of a class.
Data Type
A classification that specifies which type of value a variable can hold.
String
A data type used to store text data, including letters, numbers, and special characters.
Integer
A data type representing whole numbers without decimals.
Float
A data type representing numbers with decimal points.
Boolean
A data type that can hold one of two values:True or False.
Input()
A function that allows user input, defaulting to a string data type.
Casting
The process of changing a variable from one data type to another.
Operators
Symbols that perform operations on variables and values.
Arithmetic Operators
Operators used for mathematical calculations (e.g., +, -, *, /).
Assignment Operators
Operators used to assign values to variables.
Comparison Operators
Operators used to compare two values (e.g., ==, !=, >,
Logical Operators
Operators used to combine conditional statements (e.g., and, or).
Control Structures
Constructs that control the flow of execution in a program.
Sequence
A control structure where steps are executed one after the other.
Selection
A control structure that determines which steps to execute based on conditions.
Repetition
A control structure that allows a portion of code to be executed multiple times.
For Loop
A loop that runs a set number of times or iterates over a data structure.
While Loop
A loop that continues as long as a specified condition is true.
Syntax Error
An error that occurs when code does not follow the rules of the programming language.
Runtime Error
An error that occurs during program execution due to issues like invalid operations.
Logic Error
An error that results in incorrect output due to poor algorithm design.
Stubs
Small subroutines used in place of yet-to-be-coded subroutines.
Flags
Boolean variables used to indicate whether a certain condition has been met in the code.
Output Statements
Statements used to display information to the console for debugging purposes.
Single Line Stepping
A debugging technique that halts execution after each statement to inspect variable values.
Breakpoints
Markers used to temporarily halt code execution for debugging.
Try/Except
A construct used to handle exceptions and prevent program crashes.
Context Diagrams
Diagrams that provide an overview of a system and its interactions with external entities.
Data Flow Diagram (DFD)
A diagram that represents the flow of data within a system, using specific symbols for processes and data stores.