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20 Terms

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Unicode

A standard for encoding characters that allows for 65,536 different characters, covering all known languages.

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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.

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Machine Languages

The first generation of programming languages that use binary code (0's and 1's) and are unique to each computer model.

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Assembly Languages

The second generation of programming languages that use human-readable names instead of numbers, requiring an assembler for translation.

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High-Level Languages

The third generation of programming languages that use English-like syntax, making them easier to write and portable across different systems.

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Java Class

The basic unit in Java that serves as a blueprint for creating objects, requiring a main method as the entry point.

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Accessor Methods

Methods that return the value of an object's instance variable without modifying the object's state.

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Mutator Methods

Methods that change the value of an object's instance variable, altering the object's state without returning a value.

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Assignment Operator

The operator (=) used to store a value in a variable, which can be a primitive type or an object variable.

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Object Reference

A reference (memory address) to an object, rather than the object itself, stored in an object variable.

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Null Reference

A special keyword in Java indicating that an object variable does not refer to any object, leading to a NullPointerException if dereferenced.

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Method Invocation

The process of calling a method to execute its defined sequence of instructions, requiring the method's name and parameters.

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Operator Precedence

The rules that define the order in which arithmetic operations are performed in an expression.

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Integer Division

The operation of dividing two integers, resulting in the integer part of the quotient and discarding the remainder.

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Modulus Operator

The operator (%) that returns the remainder of integer division.

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Object-Oriented Programming (OOP)

A programming paradigm that uses objects to represent real-world entities, emphasizing concepts like encapsulation, inheritance, and polymorphism.

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Variable

A location in memory where a value is stored, identified by a name and associated with a data type.

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Variable Declaration

The process of defining a variable's name and data type, which can include initialization with a value.

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Naming Conventions

Rules for naming variables, including allowed characters, starting character, and case sensitivity, promoting meaningful and descriptive names.

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Syntax Errors

Errors in the grammar or rules for forming legal Java statements, detected by the compiler during translation.