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Unicode
A standard for encoding characters that allows for 65,536 different characters, covering all known languages.
ASCII
A character encoding standard that uses 8-bit patterns to represent 256 different characters, sufficient for English but not for languages with more characters.
Machine Languages
The first generation of programming languages that use binary code (0's and 1's) and are unique to each computer model.
Assembly Languages
The second generation of programming languages that use human-readable names instead of numbers, requiring an assembler for translation.
High-Level Languages
The third generation of programming languages that use English-like syntax, making them easier to write and portable across different systems.
Java Class
The basic unit in Java that serves as a blueprint for creating objects, requiring a main method as the entry point.
Accessor Methods
Methods that return the value of an object's instance variable without modifying the object's state.
Mutator Methods
Methods that change the value of an object's instance variable, altering the object's state without returning a value.
Assignment Operator
The operator (=) used to store a value in a variable, which can be a primitive type or an object variable.
Object Reference
A reference (memory address) to an object, rather than the object itself, stored in an object variable.
Null Reference
A special keyword in Java indicating that an object variable does not refer to any object, leading to a NullPointerException if dereferenced.
Method Invocation
The process of calling a method to execute its defined sequence of instructions, requiring the method's name and parameters.
Operator Precedence
The rules that define the order in which arithmetic operations are performed in an expression.
Integer Division
The operation of dividing two integers, resulting in the integer part of the quotient and discarding the remainder.
Modulus Operator
The operator (%) that returns the remainder of integer division.
Object-Oriented Programming (OOP)
A programming paradigm that uses objects to represent real-world entities, emphasizing concepts like encapsulation, inheritance, and polymorphism.
Variable
A location in memory where a value is stored, identified by a name and associated with a data type.
Variable Declaration
The process of defining a variable's name and data type, which can include initialization with a value.
Naming Conventions
Rules for naming variables, including allowed characters, starting character, and case sensitivity, promoting meaningful and descriptive names.
Syntax Errors
Errors in the grammar or rules for forming legal Java statements, detected by the compiler during translation.