Java Programming: Chapter 1

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Last updated 9:08 PM on 6/10/26
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82 Terms

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Computer Program

A set of instructions that you write to tell a computer what to do.

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Hardware

The physical components of a computer.

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Software

The programs and other operating information used by a computer.

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Application Software

A program that performs a task for a user.

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Software System

A program that manages the computer itself.

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Logic

Determines the exact order of instructions needed to produce desired results.

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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.

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Low-Level Programming Language

A programming language that corresponds closely to a specific computer's circuitry and are not as easily read or understood.

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Machine Language

Also known as Machine Code, is the most basic set of instructions that a computer can execute.

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Binary Numbering System

A base-2 numbering system using 0 and 1.

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Syntax

Rules about how language elements are combined correctly to produce usable statements.

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Keywords

A languages specific and limited vocabulary.

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Program Statements

Statements that carry out the program's tasks.

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Commands

Program statements

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Compiler

A program that translates a language statement into machine code, translating an entire program before executing it.

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Interpreter

A program that translates language statements into machine code, translating and executing one statement at a time.

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Execution

The act of carrying out a program statement or program.

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At Run Time

The period of time during which a program executes.

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Syntax Error

A programming error that occurs when a program contains typing errors or incorrect language use.

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Debugging

The process of locating and repairing a program's errors.

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Bugs

A program's flaws and errors.

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Logic Error

A programming bug that allows a source program to be translated to an executable program successfully but produces incorrect results.

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Structured Walkthrough

A group of programmers carefully examining the structure of a program

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Semantic Errors

The type of errors that occur when a correct word is used in the wrong context

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Procedural Programming

A style of programming in which operations are executed one after another in sequence.

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Variables

Named computer memory locations that can hold data that is changeable.

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Procedures

Sets of operations performed by a computer program.

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Calls a Procedure

To invoke a method.

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Procedure

Also known as a module, method, function, and subroutine.

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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.

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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.

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Graphical User Interfaces (GUI)

Environments that allow users to interact with a program in a graphical environment.

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Class

A group or collection of objects with common properties

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Class Definition

A description of attributes and methods of objects instantiated from a class

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Attributes

Characteristics that define an object as part of a class

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Properties

The characteristics that define an object, an instance variable, field, or attribute of a class

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Object

An instance of a class

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Instance

An existing object of a class

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Instantiation

The process of creating an object, and also describes one tangible object created from a class

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State

The values of an object's attributes

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Method

A program module that contains a series of statements that carry out a task

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Encapsulation

The act of hiding data and methods within an object

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Information Hiding

Concealment of data

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Implementation Hiding

Concealment of how methods work

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Inheritance

A mechanism that enables one class to inherit, or assume, both the behavior and the attributes of another class

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Polymorphism

The feature of languages that allows the same word to be interpreted correctly in different situations based on context

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Architecturally Neutral

The feature of Java that allows a program to run on any platform

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Java Virtual Machine (JVM)

A hypothetical (software-based) computer on which Java runs

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Source Code

Programming statements written in a high-level programming language

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Development Environment

A set of tools that helps programmers by providing such features as displaying a language's keywords in color

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Bytecode

Programming statements that have been compiled into binary format

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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

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Console Applications

Programs that support character or text output to a computer screen

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Windowed Applications

Programs that create a graphical user interface (GUI) with elements such as menus, toolbars, and dialog boxes

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Literal String

A series of characters that appear exactly as entered

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Arguments

Data items sent to methods in a method call

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Passing Arguments

The act of sending arguments to a method

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Unicode

An international system of character representation

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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

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public

Java keyword that describes how methods can access a field or method

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Access Specifier

Defines the circumstances under which a class can be accessed; often used interchangeably with access modifier

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Class Body

The set of data items and methods between the curly braces that follow the class header

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Static

A keyword that means a method is accessible and usable even though no objects of the class exist

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Void

A keyword that, when used in a method header, indicates that the method does not return any value when it is called

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Whitespace

Any combination of nonprinting characters; for example, spaces, tabs and carriage returns (blank lines)

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K&R Style

The indent style in which the opening brace follows the header line

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Allman Style

The indent style in which curly braces are aligned and each occupies its own line

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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

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Clean Build

A compilation that is created after deleting all previously compiled versions of a class

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Run-Time Error

An error that occurs when a program compiles successfully but doesn't execute

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Program Comments

Nonexecuting statements added to a Java file for documentation

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Comment Out

The technique of turning a program statement to a comment so the compiler will not execute the command

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Line Comments

Comments that start with two forward slashes (//) and continue to the end of the current line

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Block Comments

Comments that start with a forward slash and an asterisk (/) and end with an asterisk and a forward slash (/)

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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 (/)

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Documentation Comments

Comments that automatically generate well-formatted program documentation

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Dialog Box

A GUI object resembling a window that displays messages

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Import Statement

A Java statement that allows access to a built-in Java class that is contained in a package

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Package

A named collection or library of classes

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Java API

The application programming interface, a collection of information about how to use every pre-written Java class

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Java Development Kit (JDK)

The Java Standard Edition Development Kit

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Software Development Kit (SDK)

A set of tools useful to programmers