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Computer Program
A set of instructions that you write to tell a computer what to do.
Hardware
The physical components of a computer.
Software
The programs and other operating information used by a computer.
Application Software
A program that performs a task for a user.
Software System
A program that manages the computer itself.
Logic
Determines the exact order of instructions needed to produce desired results.
High-Level Programming Language
A programming language that allows you to use an English-like, easy-to-remember terms such as read, write, and add.
Low-Level Programming Language
A programming language that corresponds closely to a specific computer's circuitry and are not as easily read or understood.
Machine Language
Also known as Machine Code, is the most basic set of instructions that a computer can execute.
Binary Numbering System
A base-2 numbering system using 0 and 1.
Syntax
Rules about how language elements are combined correctly to produce usable statements.
Keywords
A languages specific and limited vocabulary.
Program Statements
Statements that carry out the program's tasks.
Commands
Program statements
Compiler
A program that translates a language statement into machine code, translating an entire program before executing it.
Interpreter
A program that translates language statements into machine code, translating and executing one statement at a time.
Execution
The act of carrying out a program statement or program.
At Run Time
The period of time during which a program executes.
Syntax Error
A programming error that occurs when a program contains typing errors or incorrect language use.
Debugging
The process of locating and repairing a program's errors.
Bugs
A program's flaws and errors.
Logic Error
A programming bug that allows a source program to be translated to an executable program successfully but produces incorrect results.
Structured Walkthrough
A group of programmers carefully examining the structure of a program
Semantic Errors
The type of errors that occur when a correct word is used in the wrong context
Procedural Programming
A style of programming in which operations are executed one after another in sequence.
Variables
Named computer memory locations that can hold data that is changeable.
Procedures
Sets of operations performed by a computer program.
Calls a Procedure
To invoke a method.
Procedure
Also known as a module, method, function, and subroutine.
Object-Oriented Programming
Programs that use a style of programming that involves creating classes, creating classes from those objects from those classes, and creating applications that use those objects.
Computer Simulations
Programs that attempt to mimic real-world activities so that their processes can be improved or so that users can better understand how the real-world processes operate.
Graphical User Interfaces (GUI)
Environments that allow users to interact with a program in a graphical environment.
Class
A group or collection of objects with common properties
Class Definition
A description of attributes and methods of objects instantiated from a class
Attributes
Characteristics that define an object as part of a class
Properties
The characteristics that define an object, an instance variable, field, or attribute of a class
Object
An instance of a class
Instance
An existing object of a class
Instantiation
The process of creating an object, and also describes one tangible object created from a class
State
The values of an object's attributes
Method
A program module that contains a series of statements that carry out a task
Encapsulation
The act of hiding data and methods within an object
Information Hiding
Concealment of data
Implementation Hiding
Concealment of how methods work
Inheritance
A mechanism that enables one class to inherit, or assume, both the behavior and the attributes of another class
Polymorphism
The feature of languages that allows the same word to be interpreted correctly in different situations based on context
Architecturally Neutral
The feature of Java that allows a program to run on any platform
Java Virtual Machine (JVM)
A hypothetical (software-based) computer on which Java runs
Source Code
Programming statements written in a high-level programming language
Development Environment
A set of tools that helps programmers by providing such features as displaying a language's keywords in color
Bytecode
Programming statements that have been compiled into binary format
Java Interpreter
The program that checks byte one and communicates with the operating system, executing the bytecode instructions line by line within the Java Virtual Machine
Console Applications
Programs that support character or text output to a computer screen
Windowed Applications
Programs that create a graphical user interface (GUI) with elements such as menus, toolbars, and dialog boxes
Literal String
A series of characters that appear exactly as entered
Arguments
Data items sent to methods in a method call
Passing Arguments
The act of sending arguments to a method
Unicode
An international system of character representation
Pascal Casing
Also known as upper camel casing. The style of using a uppercase letter to begin an identifier to start each new word in an identifier
public
Java keyword that describes how methods can access a field or method
Access Specifier
Defines the circumstances under which a class can be accessed; often used interchangeably with access modifier
Class Body
The set of data items and methods between the curly braces that follow the class header
Static
A keyword that means a method is accessible and usable even though no objects of the class exist
Void
A keyword that, when used in a method header, indicates that the method does not return any value when it is called
Whitespace
Any combination of nonprinting characters; for example, spaces, tabs and carriage returns (blank lines)
K&R Style
The indent style in which the opening brace follows the header line
Allman Style
The indent style in which curly braces are aligned and each occupies its own line
Compile-Time Error
An error for which the compiler detects a violation of language syntax rules and is unable to translate the source code to machine code
Clean Build
A compilation that is created after deleting all previously compiled versions of a class
Run-Time Error
An error that occurs when a program compiles successfully but doesn't execute
Program Comments
Nonexecuting statements added to a Java file for documentation
Comment Out
The technique of turning a program statement to a comment so the compiler will not execute the command
Line Comments
Comments that start with two forward slashes (//) and continue to the end of the current line
Block Comments
Comments that start with a forward slash and an asterisk (/) and end with an asterisk and a forward slash (/)
Javadoc
A documentation generator that creates Application Programming Interface (API) documentation in Hypertext Markup Language (HTML) format for Java source code. Begins with a forward slash and two asterisks (/*) and ends with an asterisk and a forward slash (/)
Documentation Comments
Comments that automatically generate well-formatted program documentation
Dialog Box
A GUI object resembling a window that displays messages
Import Statement
A Java statement that allows access to a built-in Java class that is contained in a package
Package
A named collection or library of classes
Java API
The application programming interface, a collection of information about how to use every pre-written Java class
Java Development Kit (JDK)
The Java Standard Edition Development Kit
Software Development Kit (SDK)
A set of tools useful to programmers