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Attributes
A variable declared inside a class that stores data, describing the set of data each object of the class will have.
Class
The blueprint or template for creating objects, defining what attributes and methods every object of a type will have.
Object
A specific real 'thing' made from a class template, holding its own values outlined in a class.
Method
A block of code inside a class that performs an action.
Syntax
The set of rules that define the correct way to write code so that the computer can understand it.
Syntax error
A mistake that occurs during the execution of the program, such as a spelling error or missing a semicolon.
Logic error
A mistake that causes the program to behave incorrectly or unexpectedly, often without generating errors.
Run-time error
A mistake where the rules of the programming language are not followed, causing the program to crash.
Statement
A complete instruction that performs an action, which always ends with a semicolon (except for certain cases).
Main Method set-up
A specific structure in Java where 'public' allows access, 'class' declares a blueprint, and 'main' is the starting point of execution.
Primitive
The simplest kind of data in Java that stores a single raw value directly in memory.
Wrapper class
A class that takes a primitive value and wraps it in an object, allowing the value to have additional functions and utilities.
Java Primitive Data Types
Core study types featured in Java, including int, double, boolean, and