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804 Cards in this Set

  • Front
  • Back
  • 3rd side (hint)
Abstract
Simplified or partial, hiding detail.
Abstract Class
A class that defines attributes and methods for subclasses but is never instantiated.
Abstract Data Type (ADT)
A class of objects, a defined set of properties of those objects, and a set of operations for processing the objects.
Data type
Abstraction
Simplified view of a task or data structure that ignores complex detail.
Abstract Method
A method that is specified but not implemented in an abstract class. The subclasses must implement this method.
Abstract Windowing Toolkit (AWT)
A Java package that contains the definitions of classes used to set up graphical user interfaces.
Special package commonly imported.
Accessor
A method used to examine an attribute of an object without changing it.
Accumulator
A variable used for the purpose of summing successive values of some other variable.
Activation Record
An area of computer memory that keeps track of a method call's parameters, local values, return value, and the caller's return address.
See RUNTIME STACK.
Actual Parameter
A variable or expression contained in a method call and passed to that method.
See also FORMAL PARAMETER.
Adapter Class
A Java class that allows another class to implement an interface class without implementing all of its methods.
See also INTERFACE.
Address
An integer value that the computer can use to reference a location. Often called address of a memory location.
Aggregation
A common relationship between two classes in which an object of one class contains an object of the other class.
Also called the HAS-A RELATIONSHIP
Algorithm
A finite sequence of effective statements that, when applied to a problem, will solve it.
Alias
A situation in which two or more names in a program can refer to the same memory location. An alias can cause subtle side effects.
Analysis
The phase of the software life cycle in which the programmer describes what the program will do.
Applet
A Java program that can be downloaded and run on a Web browser.
Application
A complete program.
Application Software
Programs that allow human users to accomplish specialized tasks, such as word processing or database management.
Argument
A value or expression passed in a method call.
Argument
A value or expression passed in a method call.
Arithmetic Expression
A sequence of operands and operators that computes a value.
Argument
A value or expression passed in a method call.
Arithmetic Expression
A sequence of operands and operators that computes a value.
Arithmetic/Logic Unit (ALU)
The part of the central processing unit that performs arithmetic operations and evaluates expressions.
Arithmetic Overflow
A situation that arises when the computer's memory cannot represent the number resulting from an arithmetic operation.
Array
A data structure whose elements are accessed by means of index positions.
Array Index
The relative position of the components of an array.
Array Index
The relative position of the components of an array.
Array List
A class that represents a linear sequence of zero or more elements and supports many types of operations, including constant-time access by index position.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Attribute
A property that a computational object models, such as the balance in a bank account.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Attribute
A property that a computational object models, such as the balance in a bank account.
Auxiliary Storage Device
A medium external to primary memory, such as a disk or flash stick, which can store data.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Attribute
A property that a computational object models, such as the balance in a bank account.
Auxiliary Storage Device
A medium external to primary memory, such as a disk or flash stick, which can store data.
Behavior
The set of actions that a class of objects supports.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Attribute
A property that a computational object models, such as the balance in a bank account.
Auxiliary Storage Device
A medium external to primary memory, such as a disk or flash stick, which can store data.
Behavior
The set of actions that a class of objects supports.
Big-O Notation
A formal notation used to express the amount of work done by an algorithm or the amount of memory used by an algorithm.
Assembly Language
A computer language that allows the programmer to express operations and memory addresses with mnemonic symbols.
Binary Digit
A digit, either 0 or 1, in the binary number system. Program instructions
Assertion
Special comments used with IF statements and loops that state what you expect to happen and when certain conditions will hold.
Assignment Operator
The symbol =, which is used to store a value in a variable.
Assignment Statement
A method of putting values into memory locations.
Association
A pair of items consisting of a key and a value.
Associative Link
A means of recognizing and accessing items in a network structure, such as the World Wide Web.
Attribute
A property that a computational object models, such as the balance in a bank account.
Auxiliary Storage Device
A medium external to primary memory, such as a disk or flash stick, which can store data.
Behavior
The set of actions that a class of objects supports.
Big-O Notation
A formal notation used to express the amount of work done by an algorithm or the amount of memory used by an algorithm.
Binary Digit
A digit, either 0 or 1, in the binary number system. Program instructions are stored in memory using a sequence of binary digits.
See also BIT
Binary Digit
A digit, either 0 or 1, in the binary number system. Program instructions are stored in memory using a sequence of binary digits.
See also BIT
Binary Search
The process of examining a middle value of a sorted array to see which half contains the value in question and halving until the value is located.
External Image
An image displayed when the user selects a link on a Web page.
Extreme Condition
Data at the limits of validity.
Bubble Sort
A sorting algorithm that swaps consecutive elements that are out of order to bubble the elements to the top or bottom on each pass.
Buffer
A block of memory into which data are placed for transmission to a program, usually with file or string processing.
Button Object
A window object that allows the user to select an action by clicking a mouse.
Byte
A sequence of bits used to encode a character in memory.
See also WORD
Byte Code
The kind of object code generated by a Java compiler and interpreted by a Java virtual machine. Byte code is platform independent.
Call
Any reference to a method by an executable statement.
Also referred to as INVOKE.
Call Stack
The trace of method calls that appears when Java throws an exception during program execution.
Cancellation Error
A condition in which data are lost because of differences in the precision of the operands.
Cast
An operator that is used to convert a value of one type to a value of a different type (e.g., DOUBLE to INT).
C-Curve
A fractal shape that resembles the letter C.
Binary Search Algorithm
A method of searching a collection of items with a natural ordering that allows the search to discard one half of the elemtns on each pass.
Central Processing Unit (CPU)
A major hardware component that consists of the arithmetic/logic unit and the control unit.
Character Set
The list of characters available for data and program statements.
Class
A description of the attributes and behavior of a set of computational objects.
Class Constant
A constant that is visible to all instances of a class and, if public, is accessed by specifying the class name. For example, MATH.PI is a class constant.
Class Diagram
A graphical notation that describes the relationships among the classes in a software system.
Class (Static) Method
A method that is invoked when a message is sent to a class. For example, MATH.SQRT is a class method.
See also MESSAGE
Class (Static) Variable
A variable that is visible to all instances of a class an, if public, is accessed by specifying the class name.
Client
A computational object that receives a service from another computational object.
Client Handler
A software object, typically running as an independent thread dedicated to one client, which serves the requests of that client.
Client/Server Handler
A means of describing the organization of computing resources in which one resource provides a service to another resource.
Bit
A binary digit.
Coding
The process of writing executable statements that are part of a program to solve a problem.
See also IMPLEMENTATION
Cohesive Method
A method designed to accomplish a single task.
Collection
A software object that can contain zero or more other objects and that allows programmers to access, insert, or remove these objects.
Combinatorial Explosion
A multiplicative growth.
Comments
Non-executable statements used to make a program more readable.
Compatible Type
Expression that have the same base type. A formal parameter and an actual parameter must be of compatible type, and the operands of an assignment statement must be of compatible type.
Compilation Error
An error detected when the program is being compiled.
See also DESIGN ERROR, RUNTIME ERROR, and SYNTAX ERROR
Compiler
A computer program that automatically converts instructions in a high-level language to machine language.
Complete Code Coverage
A set of tests in which every line in a program is executed at least once.
Complexity Analysis
The process of deriving a formula that expresses the rate of growth of work or memory as a function of the size of the data or problem that is solves.
See also BIG-O NOTATION
Bitmap
A data structure used to represent the values and positions of points on a computer screen or image.
Component
An object that supports the display of an image, such as a button, menu item, or window, in a graphical user interface.
Compound Assignment
An assignment operation that performs a designated operation, such as addition, before storing the result in a variable.
Compound Boolean Expression
Refers to the complete expression when logical connectives and negation are used to generate Boolean values.
See also BOOLEAN EXPRESSION and SIMPLE BOOLEAN EXPRESSION
Compound Statement
A statement that uses the symbols { and } to group several statements and data declarations as a unit.
See also BLOCK
Concatenation
An operation in which the contents of one data structure are placed after the contents of another data structure.
Concrete Class
A class that can be instantiated.
See also ABSTRACT CLASS
Conditional Statement
See SELECTION STATEMENT.
Conjunction
The connection of two Boolean expressions using the logical operator && (AND), returning false if at least one of the expressions is false or true if they are both true.
Constant
A symbol whose value cannot be changed.
Constructor
A method that is run when an object is instantiated, usually to initialize that object's instance variables.
Block
An area of program text, enclosed in Java by the symbols { }, that contains statements and data declarations.
Contained Class
A class that is used to define a data object within another class.
Container
A Java class that allows the programmer to group window objects for placement in a window.
Context Switch
The process of saving and restoring information required to allow one thread to relinquish the CPU and another thread to acquire it.
Controller
A set of software components that detects and handles user interactions with a software system.
Control Statement
A statement that controls the flow of the execution of program statements.
Control Structure
A structure that controls the flow of execution of program statements.
Control Unit
the part of the central processing unit that controls the operation of the rest of the computer.
Coordinate System
A grid that allows a programmer to specify positions of points in a plane or of pixels on a computer screen.
Count-Controlled Loop
A loop that stops when a counter variable reaches a specified limit.
Counter
A variable used to count the number of times some process is completed.
Boolean Expression
An expression whose value is either true or false.
See also COMPOUND BOOLEAN EXPRESSION and SIMPLE BOOLEAN EXPRESSION
Data
The particular characters that are used to represent information in a form suitable for storage, processing, and communication.
Data Flow Diagram
A graphical depiction of the communication between program components that share data.
Data Input Stream
A Java class that supports the input of data from a binary file.
Data Output Stream
A Java class that supports the output of data to a binary file.
Data Type
A formal description of the set of values that a variable can have.
Data Validation
The process of examining data prior to its use in a program.
Debugging
The process of eliminating, errors, or "bugs," from a program.
Decomposition
The process of breaking a complex problem into simple subproblems that can be assigned simple solutions.
Decrement
To decrease the value of a variable.
Default Constructor
A method that Java provides for creating objects of a class. The programmer can override this method to do extra things.
Border Layout
A Java layout class that allows the programmer to place window objects in five areas (north, south, west, east, and center) of a window. Border layout is the default layout for Java applications.
Definition List
An HTML structure that allows an author to display a keyed list on a Web page.
Dependency
A common relationship between two classes in which an object of one class uses an object in which an object of one class uses an object of another class to accomplish a goal.
Design
The phase of the software life cycle in which the programmer describes how the program will accomplish its tasks.
Design Error
An error such that a program runs, but unexpected results are produced. Also referred to as a logic error.
See also COMPILATION ERROR, RUNTIME ERROR, and SYNTAX ERROR
Dialog
A type of window that pops up to display information or receive it from the user.
Dictionary
A collection whose data items are associated with a set of unique keys.
DOS Development Environment
A set of software tools that allows you to edit, compile, run, and debug programs using the DOS operating system.
Double
A Java data type used to represent numbers with a decimal point (e.g., a real number or a floating-point number).
Do-While Loop
A post-test loop examining a Boolean expression after causing a statement to be executed.
See also FOR LOOP, LOOPS, and WHILE LOOP.
Driver
A method used to test other methods.
Bottom-Up Implementation
A method of coding a program that starts with lower-level modules and a test driver module.
Edge Detection
The process whereby the boundaries of shapes or objects are detected within an image.
Element
A value that is stored in an array.
Empty Statement
A semicolon used to indicate that no action is to be take.
Also referred to as a NULL STATEMENT
Encapsulation
The process of hiding and restricting access to the implementation details of a data structure.
End-of-file Marker
A special marker inserted by the machine to indicate the end of the data file.
End-of-line Character
A special character ('\n') used to indicate the end of a line of characters in a string or a file stream.
Enhanced FOR Loop
A special type of FOR loop that traverses an array or array list from beginning to end, binding a local variable to each element in the array or list.
Enumeration
A user-defined type that consists of a set of symbols.
Entry-Controlled Loop
See PRETEST LOOP.
Equivalence Class
All the sets of test data that exercise a program in the same manner.
Boundary Condition
A value at which two equivalence classes meet.
Error
See COMPILATION ERROR, DESIGN ERROR, LOGIC ERROR, RUNTIME ERROR, and SYNTAX ERROR.
Event
An occurrence, such as a button click or a mouse motion, that can be detected and processed by a program.
Event-Driven Loop
A process, usually hidden in the operating system, that waits for an event, notifies a program that an event has occurred, and returns to wait for more events.
Exception
An abnormal state or error that occurs during runtime and is signaled by the operating system.
Exception-Driven Loop
The use of exceptions to implement a normal loop, usually for file input.
Execute
To carry out the instructions of a program.
Exit-Controlled Loop
See POST-TEST LOOP.
Explicit Type Conversion
The use of an operation by a programmer to convert the type of a data object.
Exponential Form
See FLOATING-POINT.
Extend IF Statement
Nested selection in which additional IF-ELSE statements are used in the ELSE option.
See also NESTED IF STATEMENT
Boxing
The process whereby the Java Virtual Machine automatically wraps values of primitive types in objects so they can be stored in collections.
Fibonacci Numbers
A series of numbers generated by taking the sum of the previous two numbers in the series. The series begins with the numbers 1 and 2.
Flushing
The process of clearing an output buffer before closing an output file stream.
Font
The kind of typeface used for text, such as Courier and Times Roman.
Field Width
The number of columns used for the output of text.
See also FORMATTING.
File
A data structure that resides on a secondary storage medium.
File Input Stream
A Java class used to connect a program to a file for input.
File Output Stream
A Java class used to connect a program to a file for output.
Final Method
A method that cannot be implemented by a subclass.
Fixed-Point
A method of writing real numbers in which the decimal is placed where it belongs in the number.
See also FLOATING-POINT
Floating-Point
A method for writing numbers in scientific notation to accommodate numbers that may have very large or very small values.
See also FIXED-POINT
Flowchart
A diagram that displays the flow of control of a program.
See also CONTROL STRUCTURE
Flow Layout
A Java layout class that allows the user to place window objects in wrap0around rows in a window. Flow layout is the default layout for applets.
FOR Loop
A structured loop consisting of an initializer expression, a termination expression, an update expression, and a statement.
Generic Array List
A type of array list that allows the programmer to declare the element type that is expected when the list is created.
Global Identifier
A name that can be used by all of the methods of a class.
Global Variable
See GLOBAL IDENTIFIER.
Graphical User Interface (GUI)
A means of communication between human beings and computers, that uses a pointing device for input and a bitmapped screen for output. The bitmap displays images of windows and window objects such as buttons, text fields, and pull-down menus. The user interacts with the interface by using the mouse to directly manipulate the window objects.
See also WINDOW OBJECT
Graphics Context
In Java, an object associated with component where the images for that component are drawn.
Grid Layout
A Java layout class that allows the user to place window objects in a two-dimensional grid in the window.
Hacking
The use of clever techniques to write a program, often for the purpose of gaining access to protected resources on networks.
Hardware
The computing machine and its support devices.
HAS-A Relationship
A relationship between two classes in which one class contains an instance of the other class.
Helper Method
A method used within the implementation of a class but not used by clients of that class.
Formal Parameter
A name, introduced in a method definition, that is replaced by an actual parameter when the method is called.
High-Level Language
Any programming language that uses words and symbols to make it relatively easy to read and write a program.
See also ASSEMBLY LANGUAGE and MACHINE LANGUAGE
Hyperlinks
An item in a hypertext document that allows the user to navigate to another document.
Hypermedia
A data structure the allows the user to access different kinds of information (text, images, sound, video, applications) by traversing links.
Hypertext
A data structure that allows the user to access different chunks of text by traversing links.
Hypertext Markup Language (HTML)
A programming language that allows the user to create pages for the World Wide Web.
Identifiers
Words that must be created according to a well-defined set of rules but can have any meaning subject to these rules.
Identity
The property of an object that it is the same thing at different points in time, even though the values of its attributes might change.
IF-ELSE Statement
A selection statement that allows a program to perform alternative actions based on a condition.
Formal Specification
The set of preconditions and postconditions of a method.
Format Flag
A symbol used to designate the type of format used in a format specifier.
Format Specifier
A string of characters that allows the programmer to format data for output.
Formatting
Designating the desired field width when displaying test.
See also FIELD WIDTH
Fractal Geometry
A theory of shapes that are reflected in various phenomena, such as coastlines, water flow, and price fluctuations.
Fractal Object
A type of mathematical object that maintains self-sameness when viewed at greater levels of detail.
Frame
A Java class that defines the window for an application.
See also APPLICATION SOFTWARE
Garbage Collection
The automatic process of reclaiming memory when the data of a program no longer need it.
FOR Loop
A structured loop consisting of an initializer expression, a termination expression, an update expression, and a statement.
Generic Array List
A type of array list that allows the programmer to declare the element type that is expected when the list is created.
Global Identifier
A name that can be used by all of the methods of a class.
Global Variable
See GLOBAL IDENTIFIER.
Graphical User Interface (GUI)
A means of communication between human beings and computers, that uses a pointing device for input and a bitmapped screen for output. The bitmap displays images of windows and window objects such as buttons, text fields, and pull-down menus. The user interacts with the interface by using the mouse to directly manipulate the window objects.
See also WINDOW OBJECT
Graphics Context
In Java, an object associated with component where the images for that component are drawn.
Grid Layout
A Java layout class that allows the user to place window objects in a two-dimensional grid in the window.
Hacking
The use of clever techniques to write a program, often for the purpose of gaining access to protected resources on networks.
Hardware
The computing machine and its support devices.
HAS-A Relationship
A relationship between two classes in which one class contains an instance of the other class.
Helper Method
A method used within the implementation of a class but not used by clients of that class.
Formal Parameter
A name, introduced in a method definition, that is replaced by an actual parameter when the method is called.
High-Level Language
Any programming language that uses words and symbols to make it relatively easy to read and write a program.
See also ASSEMBLY LANGUAGE and MACHINE LANGUAGE
Hyperlinks
An item in a hypertext document that allows the user to navigate to another document.
Hypermedia
A data structure the allows the user to access different kinds of information (text, images, sound, video, applications) by traversing links.
Hypertext
A data structure that allows the user to access different chunks of text by traversing links.
Hypertext Markup Language (HTML)
A programming language that allows the user to create pages for the World Wide Web.
Identifiers
Words that must be created according to a well-defined set of rules but can have any meaning subject to these rules.
Identity
The property of an object that it is the same thing at different points in time, even though the values of its attributes might change.
IF-ELSE Statement
A selection statement that allows a program to perform alternative actions based on a condition.
Immutable Object
An object whose internal data or state cannot be changed.
Formal Specification
The set of preconditions and postconditions of a method.
Format Flag
A symbol used to designate the type of format used in a format specifier.
Format Specifier
A string of characters that allows the programmer to format data for output.
Formatting
Designating the desired field width when displaying test.
See also FIELD WIDTH
Fractal Geometry
A theory of shapes that are reflected in various phenomena, such as coastlines, water flow, and price fluctuations.
Fractal Object
A type of mathematical object that maintains self-sameness when viewed at greater levels of detail.
Frame
A Java class that defines the window for an application.
See also APPLICATION SOFTWARE
Garbage Collection
The automatic process of reclaiming memory when the data of a program no longer need it.
Implementation
The phase of the software life cycle in which the program is coded in a programming language.
Input
Data obtained by a program during its execution.
Input Assertion
A precondition for a loop.
Input Device
A device that provides information to the computer. Typical input devices are a mouse. keyboard, disk drive, microphone, and network pot.
See also I/O DEVICE and OUTPUT DEVICE.
Input Stream
A data object that allows a program to input data from a file or the keyboard.
Insertion Sort
A sorting algorithm that locates an insertion point and takes advantage of partial orderings in an array.
Instance
A computational object bearing the attributes and behavior specified by a class.
Instance Method
A method that is called when a message is sent to an instance of a class.
See also MESSAGE
Instance Variable
Storage for data in an instance of a class.
Instantiation
The process of creating a new object or instance of a class.
Integer Arithmetic Operations
Operations allowed on data of type INT. These include the operations of addition, subtraction, multiplication, division, and modulus to produce integer answers.
Import Statement
A statement that allows a program to access resources in a library.
Integer Overflow
A condition in which an integer value is too large to be stored in the computer's memory.
Integrated Development Environment (IDE)
A set of software tools that allows you to edit, compile, run, and debug programs within one user interface.
Interface #1
A formal statement of how communication occurs between the user of a module (class or method) and its implementation.
Interface #2
A Java file that simply specifies the methods to be implemented by another class. A class that implements several interfaces can thus adopt the behavior of several classes.
Internal Memory
A synonym for primary memory or random access memory (RAM).
Interpreter
A program that executes the instructions in another program.
Invariant Expression
An assertion that is true before the loop and after each iteration of the loop.
Invoke
See CALL.
I/O Device
Any device that allows information to be transmitted to or from a computer.
See also INPUT DEVICE and OUTPUT DEVICE
IP Address
A unique address given to a computer, enabling others to locate it on the Internet.
Increment
The process of increasing a number by 1.
IP Name
A symbolic name associated with an IP address.
IP Number
A number associated with an IP address.
IS-A Relationship
A relationship between two classes in which one class is a subclass of the other class.
Iteration
See LOOPS.
Iterative Process
A running program that executes a loop.
Iterator
A software object that allows the programmer to visit each item in a collection.
Java Virtual Machine (JVM)
A program that interprets Java byte codes and executes them.
Just-In-Time Compilation (JIT)
A feature of some Java virtual machines that first translates byte codes to the machine's code before executing them.
Justification
The process of aligning text to the left, the center or the right within a given number of columns.
Key
An item that is associated with a value and is used to locate this value in a collection.
Index
See ARRAY INDEX.
Keyed List
A data structure that allows the programmer to access items by using key values.
Keywords
See RESERVED WORDS.
Label Object
A window object that displays text, usually to describe the roles of other window objects.
Library
A collection of methods and data organized to perform a set of related tasks.
See also CLASS and PACKAGE
Life Cycle
The stages in the software development process.
Lifetime
The time during which a data object or method call exists.
Linear
An increase of work or memory in direct proportion to the size of a problem.
Linear Search
See SEQUENTIAL SEARCH.
List
A collection that has unique first and last objects and in which each object in between has a single predecessor and successor.
Listener
A Java class that detects and responds to events.
Infinite Loop
A loop in which the controlling condition is not changed in such a manner to allow the loop to terminate.
Literal
An element of a language that evaluates to itself, such as 34 or "hi there."
Loader
A system software tool that places program instructions and data into the appropriate memory locations before program start-up.
Local Identifier
A name whose value is visible only within a method or a nested block.
Local Variable
See LOCAL IDENTIFIER.
Logarithmic
An increase of work in proportion to the number of times that the problem size can be divided by 2.
Logical Operator
Either of the logical connective operators && (and), || (or), or ! (negation).
Logical Size
The number of data items actually available in a data structure at a given time.
See also PHYSICAL SIZE
Logical Structure
The organization of the components in a data structure, independent of their organization in a computer memory.
Logic Error
See DESIGN ERROR.
Long
A Java data type used to represent large integers.
Infinite Recursion
The state of a running program that occurs when a recursive method cannot reach a stopping state.
Loop
A type of statement that repeatedly executes a set of statements.
Loop Invariant
An assertion that expresses a relationship between variables that remains constant throughout all iterations of the loop.
Loop Variant
An assertion whose truth changes between the first and final execution of the loop.
Loop Verification
The process of guaranteeing that a loop performs its intended task.
Loops
Program statements that cause a process to be repeated.
See also DO-WHILE LOOP, FOR LOOP, and WHILE LOOP
Low-Level Language
See ASSEMBLY LANGUAGE.
Machine Language
The language used directly by the computer in all its calculations and processing.
Mainframe
Large computers typically used by major companies and universities.
See also MICROCOMPUTER and MINICOMPUTER
Information Hiding
A condition in which the user of a module does not know the details of how it is implemented, and the implementer of a module does not know the details of how it is used.
Inheritance
The process by which a subclass can reuse attributes and behavior defined in a superclass.
See also SUBCLASS and SUPERCLASS
Initializer List
A means of expressing a set of data that can be assigned to the cells of an array in one statement.
Inline Image
An image that is loaded when the user accesses a Web page.
Implementation
The phase of the software life cycle in which the program is coded in a programming language.
Mutually Comparable
A property of two items such that they can be related by less than, greater than, or equal to.
Negation
The use of the logical operator ! (not) with a Boolean expression, returning true if the expression is false and false if the expression is true.
Nested IF Statement
A selection statement used within another selection statement.
See also EXTENDED IF STATEMENT
Nested Loop
A loop as one of the statements in the body of another loop.
Nested Selection
Any combination of selection statements within selection statements.
See also SELECTION STATEMENT
Network
A collection of resources that are linked together for communication.
Null Statement
See EMPTY STATEMENT.
Null Value
A special value that indicates that no object can be accessed.
Object
A collection of data and operations, in which the data can be accessed and modified only by means of the operations.
Object Code
See OBJECT PROGRAM.
Input
Data obtained by a program during its execution.
Object-Orientated Programming
The construction of software systems that use objects.
Object Program
The machine code version of the source program.
Off-by-One Error
Usually seen with loops, this error shows up as a result that is one less or one greater than the expected value.
Offset
The quantity added to the base address of an array to locate the address of an array cell.
One-Dimensional Array
An array in which each data item is accessed by specifying a single index.
One-Way List
A list that supports navigation in one direction only.
Operating System
A large program that allows the user to communicate with the hardware and performs various management tasks.
Option Panes
Window objects that provide standard services, such as prompting for input values, yes/no queries, and message boxes.
Ordinal Data Type
A data type ordered in some association with the integers; each integer is the ordinal of an associated value of the data type.
Origin
The point (0,0) in the coordinate system.
Input Assertion
A precondition for a loop.
Output
Information that is produced by a program.
Output Assertion
A postcondition for a loop.
Output Device
A device that allows you to see the results of a program. Typically, it is a monitor, printer, speaker, or network port.
See also INPUT DEVICE and I/O DEVICE
Output Stream
A data object that allows a program to output data to a file or the terminal screen.
Overflow
In arithmetic operations, a value may be too large for the computer's memory location. A meaningless value may be assigned or an error message may result.
See also UNDERFLOW
Overloading
The process of using the same operator symbol or identifier to refer to many different functions.
See also POLYMORPHISM
Overriding
The process of reimplementing a method already implemented in a superclass.
Package
A group of related classes in a named directory.
Panel
A window object whose purpose is to contain other window objects.
Panes
A rectangular area within a window with its own width, height, color, and drawing area.
Input Device
A device that provides information to the computer. Typical input devices are a mouse. keyboard, disk drive, microphone, and network pot.
See also I/O DEVICE and OUTPUT DEVICE.
Parallel Arrays
Arrays of the same length but with different component data types.
Parallel Computing
The use of several processors to run parts of the same program.
Parameter
See ARGUMENT
Input Stream
A data object that allows a program to input data from a file or the keyboard.
Insertion Sort
A sorting algorithm that locates an insertion point and takes advantage of partial orderings in an array.
Instance
A computational object bearing the attributes and behavior specified by a class.
Instance Method
A method that is called when a message is sent to an instance of a class.
See also MESSAGE
Instance Variable
Storage for data in an instance of a class.
Instantiation
The process of creating a new object or instance of a class.
Integer Arithmetic Operations
Operations allowed on data of type INT. These include the operations of addition, subtraction, multiplication, division, and modulus to produce integer answers.
Import Statement
A statement that allows a program to access resources in a library.
Integer Overflow
A condition in which an integer value is too large to be stored in the computer's memory.
Integrated Development Environment (IDE)
A set of software tools that allows you to edit, compile, run, and debug programs within one user interface.
Interface #1
A formal statement of how communication occurs between the user of a module (class or method) and its implementation.
Interface #2
A Java file that simply specifies the methods to be implemented by another class. A class that implements several interfaces can thus adopt the behavior of several classes.
Internal Memory
A synonym for primary memory or random access memory (RAM).
Interpreter
A program that executes the instructions in another program.
Invariant Expression
An assertion that is true before the loop and after each iteration of the loop.
Invoke
See CALL.
I/O Device
Any device that allows information to be transmitted to or from a computer.
See also INPUT DEVICE and OUTPUT DEVICE
IP Address
A unique address given to a computer, enabling others to locate it on the Internet.
Increment
The process of increasing a number by 1.
IP Name
A symbolic name associated with an IP address.
IP Number
A number associated with an IP address.
IS-A Relationship
A relationship between two classes in which one class is a subclass of the other class.
Iteration
See LOOPS.
Iterative Process
A running program that executes a loop.
Iterator
A software object that allows the programmer to visit each item in a collection.
Java Virtual Machine (JVM)
A program that interprets Java byte codes and executes them.
Just-In-Time Compilation (JIT)
A feature of some Java virtual machines that first translates byte codes to the machine's code before executing them.
Justification
The process of aligning text to the left, the center or the right within a given number of columns.
Key
An item that is associated with a value and is used to locate this value in a collection.
Index
See ARRAY INDEX.
Keyed List
A data structure that allows the programmer to access items by using key values.
Keywords
See RESERVED WORDS.
Label Object
A window object that displays text, usually to describe the roles of other window objects.
Library
A collection of methods and data organized to perform a set of related tasks.
See also CLASS and PACKAGE
Life Cycle
The stages in the software development process.
Lifetime
The time during which a data object or method call exists.
Linear
An increase of work or memory in direct proportion to the size of a problem.
Linear Search
See SEQUENTIAL SEARCH.
List
A collection that has unique first and last objects and in which each object in between has a single predecessor and successor.
Listener
A Java class that detects and responds to events.
Infinite Loop
A loop in which the controlling condition is not changed in such a manner to allow the loop to terminate.
Literal
An element of a language that evaluates to itself, such as 34 or "hi there."
Loader
A system software tool that places program instructions and data into the appropriate memory locations before program start-up.
Local Identifier
A name whose value is visible only within a method or a nested block.
Local Variable
See LOCAL IDENTIFIER.
Logarithmic
An increase of work in proportion to the number of times that the problem size can be divided by 2.
Logical Operator
Either of the logical connective operators && (and), || (or), or ! (negation).
Logical Size
The number of data items actually available in a data structure at a given time.
See also PHYSICAL SIZE
Logical Structure
The organization of the components in a data structure, independent of their organization in a computer memory.
Logic Error
See DESIGN ERROR.
Long
A Java data type used to represent large integers.
Infinite Recursion
The state of a running program that occurs when a recursive method cannot reach a stopping state.
Loop
A type of statement that repeatedly executes a set of statements.
Loop Invariant
An assertion that expresses a relationship between variables that remains constant throughout all iterations of the loop.
Loop Variant
An assertion whose truth changes between the first and final execution of the loop.
Loop Verification
The process of guaranteeing that a loop performs its intended task.
Loops
Program statements that cause a process to be repeated.
See also DO-WHILE LOOP, FOR LOOP, and WHILE LOOP
Low-Level Language
See ASSEMBLY LANGUAGE.
Machine Language
The language used directly by the computer in all its calculations and processing.
Mainframe
Large computers typically used by major companies and universities.
See also MICROCOMPUTER and MINICOMPUTER
Main (Primary) Memory
The high-speed internal memory of a computer, also referred to as random access memory (RAM).
See also MEMORY and SECONDARY MEMORY
Main Unit
A computer's main unite contains the central processing unit (CPU) and the main (primary) memory; it is hooked to one or more INPUT DEVICES and one or more OUTPUT DEVICES/
Information Hiding
A condition in which the user of a module does not know the details of how it is implemented, and the implementer of a module does not know the details of how it is used.
Mantissa/Exponent Notation
A notation used to express floating-point numbers.
Map
A synonym for "dictionary."
Markup Tag
A syntactic form in the hypertext markup language used to create different elements displayed on a Web page.
Mathematical Induction
A method of proving that parts of programs are correct by reasoning from a base case and an induction hypothesis to a general conclusion.
Matrix
A two-dimensional array that provides range checking and can be resized.
Megabyte
Shorthand for 1 million bytes.
Memex
A hypothetical machine proposed by Vannevar Bush that would allow users to store and retrieve information via associative links.
Memory
The ordered sequence of storage cells that can be accessed by address. Instructions and variables of an executing program are temporarily held here.
See also MAIN MEMORY and SECONDARY MEMORY
Memory Location
A storage cell that can be accessed by address.
See also MEMORY
Menu-Driven Program
A program that allows the user to repeatedly select a command from a list of command options.
Inheritance
The process by which a subclass can reuse attributes and behavior defined in a superclass.
See also SUBCLASS and SUPERCLASS
Menu Item
A window object that is displayed as an option on a pull-down menu or pop-up menu.
Merge
The process of combining lists. Typically refers to files or arrays.
Merge Sort
An NlogN sort algorithm that uses a divide-and-conquer strategy.
Message
A symbol used by a client to ask an object to perform a service.
See also METHOD
Message Box
A window object used to display text to a user, allowing the user to close the box by pressing a button.
Method
A chunk of code that can be treated as a unit and invoked by name. A method is called when a message is sent to an object.
See also CLASS METHOD and INSTANCE METHOD
Method Heading
The portion of a method implementation containing the function's name, parameter declarations, and return type.
Method Signature
The name and formal parameters of a method.
Microcomputer
A computer capable of fitting on a laptop or desktop, generally used by one person at a time.
See also MAINFRAME and MINICOMPUTER
Minicomputer
A small version of a mainframe computer. It is usually used by several people at once.
See also MAINFRAME and MICROCOMPUTER
Initializer List
A means of expressing a set of data that can be assigned to the cells of an array in one statement.
Mixed-Mode
Expressions containing data of different types; the values of these expressions will be of either type, depending on the rules for evaluating them.
Modal
A state in which the computer user cannot exit without explicitly signaling the computer, usually with an "Accept" or "Cancel" option.
Model/View/Controller Pattern
A design plan in which the roles and responsibilities of the system are cleanly divided among data management (model), user interface display (view), and user event handling (controller) tasks.
Modem
A device that connects a computer to a telephone system to transmit data.
Module
An independent unit that is part of a larger development. Can be a method or a class (set of methods and related data).
Module Specifications
In the case of a method, a description of data received, information returned, and task performed by a module. In the case of a class, a description of the attributes and behavior.
Monitor
A software object that restricts access to a shared resource to a single thread at a time.
Multidimensional Array
An array whose elements are accessed by specifying more than one index.
Multithreading
A style of programming that uses several threads to solve a problem.
Mutator
A method used to change the value of an attribute of an object.
Inline Image
An image that is loaded when the user accesses a Web page.
Parameter List
A list of parameters. An actual parameter list is contained in a method call. A formal parameter list is contained in a method heading.
Portable
Able to be transferred to different applications or computers without changes.
Post-Condition
A statement of what is true after a certain action is taken.
Post-Test Loop
A loop in which the control condition is tested after the loop is executed. A DO-WHILE loop is a post-test loop.
Also referred to as an EXIT-CONTROLLED LOOP
Precondition
A statement of what is true before a certain action is taken.
Pretest Condition
A condition that controls whether or not the body of the loop is executed before going through the loop.
Pretest Loop
A loop in which the control condition is tested before the loop is executed. A WHILE loop is a pretest loop.
Also referred to as an ENTRANCE-CONTROLLED LOOP
Primary Memory
See MAIN MEMORY and MEMORY.
Priming Input Statement
An input statement that must be executed before a loop control condition is tested.
Primitive Data Type
A data type such as CHAR, INT, DOUBLE, or BOOLEAN whose values are stored directly in variables of that type. Primitive data types are always passed by value when they are parameters in Java and copied during assignment statements.
Private Inner Class
A class that is defined as a helper class within another class.
Parent
The immediate superclass of a class.
Private Method
A method that is accessible only within the scope of a class definition.
Private Variable
A variable that is accessible only within the scope of a class definition.
Procedural Decomposition
A design strategy whereby complex tasks are split into simpler subtasks that are implemented with methods or procedures.
Procedural Programming
A style of programming that decomposes a program into a set of methods or procedures.
See also PROCEDURAL DECOMPOSITION
Program
A set of instructions that tells the machine (the hardware) what to do.
Programming Language
Formal language that computer scientists use to give instructions to the computer.
Program Proof
An analysis of a program that attempts to verify the correctness of program results.
Program Walk-Through
The process of carefully following, using pencil and paper, steps the computer uses to solve the problem given in a program.
It is also referred to as a TRACE
Protected Variable
A variable that is accessible only within the scope of a class definition, within the class definition of a subclass, or within the class's package.
Prototype
A trimmed-down version of a class or software system that still functions and allows the programmer to study its essential features.
Parent
A given node's predecessor in a tree.
Pseudocode
A stylized half-English, half-code language written in English but suggesting Java code.
Public Method
A method that is accessible to any program component that uses the class.
Public Variable
A variable that is accessible to any program component that uses the class.
Pull-Down Menu
A window object that allows the user to pull down and select form a list of menu items.
See also MENU ITEM
Quadratic
An increase of work or memory in proportion to the square of the size of the problem.
Quality Assurance
The ongoing process of making sure that a software product is developed to the highest standards possible subject to the ever-present constraints of time and money.
Query-Controlled Input
A style of taking multiple user inputs and asking the user if she wants to continue after each one.
Queue
A data structure that allows the programmer to insert items only at one end and remove them from the other end.
Quicksort
A sorting technique that moves elements around a pivot and recursively sorts the elements to the left and the right of the pivot.
Ragged Array
Hi
Peripheral Memory
See MEMORY and SECONDARY MEMORY.
Persistence
The property of a data model that allows it to survive various runs of an application.
See also SERIALIZATION
Physical Size
The number of memory units available for storing data items in a data structure.
See also LOGICAL SIZE
Pivot
A data item around which an array is subdivided during the quicksort.
Pixel
A picture element or dot of color used to display images on a computer screen.
Polymorphism
The property of one operator symbol or method identifier having many meanings.
See also OVERLOADING
Port
A software object that allows several clients to access a server on a host computer.
Parameter List
A list of parameters. An actual parameter list is contained in a method call. A formal parameter list is contained in a method heading.
Portable
Able to be transferred to different applications or computers without changes.
Post-Condition
A statement of what is true after a certain action is taken.
Post-Test Loop
A loop in which the control condition is tested after the loop is executed. A DO-WHILE loop is a post-test loop.
Also referred to as an EXIT-CONTROLLED LOOP
Precondition
A statement of what is true before a certain action is taken.
Pretest Condition
A condition that controls whether or not the body of the loop is executed before going through the loop.
Pretest Loop
A loop in which the control condition is tested before the loop is executed. A WHILE loop is a pretest loop.
Also referred to as an ENTRANCE-CONTROLLED LOOP
Primary Memory
See MAIN MEMORY and MEMORY.
Priming Input Statement
An input statement that must be executed before a loop control condition is tested.
Primitive Data Type
A data type such as CHAR, INT, DOUBLE, or BOOLEAN whose values are stored directly in variables of that type. Primitive data types are always passed by value when they are parameters in Java and copied during assignment statements.
Private Inner Class
A class that is defined as a helper class within another class.
Parent
The immediate superclass of a class.
Private Method
A method that is accessible only within the scope of a class definition.
Private Variable
A variable that is accessible only within the scope of a class definition.
Procedural Decomposition
A design strategy whereby complex tasks are split into simpler subtasks that are implemented with methods or procedures.
Procedural Programming
A style of programming that decomposes a program into a set of methods or procedures.
See also PROCEDURAL DECOMPOSITION
Program
A set of instructions that tells the machine (the hardware) what to do.
Programming Language
Formal language that computer scientists use to give instructions to the computer.
Program Proof
An analysis of a program that attempts to verify the correctness of program results.
Program Walk-Through
The process of carefully following, using pencil and paper, steps the computer uses to solve the problem given in a program.
It is also referred to as a TRACE
Protected Variable
A variable that is accessible only within the scope of a class definition, within the class definition of a subclass, or within the class's package.
Prototype
A trimmed-down version of a class or software system that still functions and allows the programmer to study its essential features.
Parent
A given node's predecessor in a tree.
Pseudocode
A stylized half-English, half-code language written in English but suggesting Java code.
Public Method
A method that is accessible to any program component that uses the class.
Public Variable
A variable that is accessible to any program component that uses the class.
Pull-Down Menu
A window object that allows the user to pull down and select form a list of menu items.
See also MENU ITEM
Quadratic
An increase of work or memory in proportion to the square of the size of the problem.
Quality Assurance
The ongoing process of making sure that a software product is developed to the highest standards possible subject to the ever-present constraints of time and money.
Query-Controlled Input
A style of taking multiple user inputs and asking the user if she wants to continue after each one.
Queue
A data structure that allows the programmer to insert items only at one end and remove them from the other end.
Quicksort
A sorting technique that moves elements around a pivot and recursively sorts the elements to the left and the right of the pivot.
Ragged Array
A two-dimensional array in which each row may have a different length.
Peripheral Memory
See MEMORY and SECONDARY MEMORY.
RAM
Random access memory, in which the time required to access data is independent of their position.
Random Access Data Structure
A data structure in which the time to access a data item does not depend on its position in the structure.
Random Number
A number chosen from a range of numbers in such a manner that the choice seems arbitrary.
Range-Bound Error
The situation that occurs when an attempt is made to use an array index value that is less than 0 or greater than or equal to the size of the array.
Ready Queue
A software object used to schedule threads for execution.
Rear
the end of a queue to which elements are added.
Recursion
The process of a subprogram calling itself. A clearly defined stopping state must exist. Any recursive subprogram can be rewritten using ITERATION.
Recursive Method
A method that calls itself.
Recursive Step
A step in the recursive process that solves a similar problem of smaller size and eventually leads to a termination of the process.
Recursive Subprogram
See RECURSION.
Persistence
The property of a data model that allows it to survive various runs of an application.
See also SERIALIZATION
Reference Type
A data type such as array, STRING, or any other Java class, whose instances are not stored directly in variables of that type. References or pointers to these objects are stored instead. References to objects are passed when they are parameters in Java, and only the references, not the objects, are copied during assignment statements.
Refreshable Image
An image that is redisplayed when the user resizes or minimizes a window.
Relational Operator
An operator used for comparison of data items of the same type.
Relative Path Name
A string that specifies the location of a resource without mentioning the Web server.
Physical Size
The number of memory units available for storing data items in a data structure.
See also LOGICAL SIZE
Pivot
A data item around which an array is subdivided during the quicksort.
Pixel
A picture element or dot of color used to display images on a computer screen.
Polymorphism
The property of one operator symbol or method identifier having many meanings.
See also OVERLOADING
Port
A software object that allows several clients to access a server on a host computer.
Parameter List
A list of parameters. An actual parameter list is contained in a method call. A formal parameter list is contained in a method heading.
String
An abbreviated name for a string literal.
String Literal
One or more characters, enclosed in double quotation marks, used as a constant in a program.
Structure Chart
A graphical method of indicating the relationship between modules when designing the solution to a problem.
Structured Programming
Programming that parallels a solution to a problem achieved by top-down implementation.
See also STEPWISE REFINEMENT and TOP-DOWN IMPLEMENTATION
Stub Programming
The process of using incomplete functions to test data transmission among the functions.
Subclass
A class that inherits attributes and behavior from another class.
Subscript
See ARRAY INDEX.
Substring
A string that represents a segment of another string.
Superclass
The class from which a subclass inherits attribute and behavior.
See also INHERITANCE and SUBCLASS
Swing Toolkit
A set of Java classes used to create programs with graphical user interfaces.
Portable
Able to be transferred to different applications or computers without changes.
Synchronization Problem
A situation that occurs when a thread accesses a shared resource either before or after it should.
Synchronized Method
A method that runs in a critical section, allowing a thread to complete some code before it relinquishes the CPU.
Syntax
The rules for constructing well-formed programs in a language.
Syntax Error
An error in spelling, punctuation, or placement of certain key symbols in a program.
See also COMPILATION ERROR, DESIGN ERROR, and RUNTIME ERROR
System Software
The programs that allow users to write and execute other programs, including operating systems such as Windows and Mac OS.
Table
A synonym for "dictionary."
Tail-Recursive
The property that a recursive algorithm has of performing no work after each recursive step.
See also RECURSION
Task-Controlled Loop
A type of loop that terminates when it is finished performing some task.
Terminal I/O Interface
A user interface that allows the user to enter input from a keyboard and view output as text in a window.
Text Field Object
A window object in which the user can view or enter a single line of text.
Post-Condition
A statement of what is true after a certain action is taken.
Text Files
Files that contain characters and are readable and writable by text editors.
Time Slicing
A method of rotating multiple threads through a CPU whereby each thread receives a small increment of CPU time and is then timed out.
Token
An individual word or symbol.
Top-Down Implementation
A method for coding by which the programmer starts with a top-level task and implements subtasks. Each subtask is then subdivided into smaller subtasks. This process is repeated until each remaining subtask is easily coded.
See also STEPWISE REFINEMENT, and STRUCTURED PROGRAMMING
Trace
See PROGRAM WALK-THROUGH.
Truth Table
A means of listing all of the possible values of a Boolean expression.
Turtle Graphics
A set of methods that manipulates a pen in a graphics window.
Two-Dimensional Array
An array in which each data item is accessed by specifying a pair of indices.
Type
See DATA TYPE.
Type Parameter
The actual type provided for elements of a generic collection when its data type is declared or the collection is instantiated.
Post-Test Loop
A loop in which the control condition is tested after the loop is executed. A DO-WHILE loop is a post-test loop.
Also referred to as an EXIT-CONTROLLED LOOP
Type Promotion
The process of converting a less inclusive data type, such as INT, to a more inclusive data type, such as DOUBLE.
Type Variable
A name used to specify an element type in the definition of a generic collection interface or class.
Ubiquitous Computing
A situation in which computational resources are accessible to people no matter where they are.
Unboxing
The process whereby the Java Virtual Machine automatically unwraps values of primitive types from objects when they are retrieved from collections.
Underflow
A value that is too small to be represented by a computer; it is automatically replaced by its negation.
See also OVERFLOW
Unicode
A character set that uses 16 bits to represent over 65,000 possible characters. These include the ASCII character set as well as symbols and ideograms in many international languages.
Unified Modeling Language (UML)
A graphical notation for describing a software system in various phases of development.
Uniform Resource Locator (URL)
The address of a page on the World Wide Web.
User-Defined Class
A new data type introduced and defined by the programmer.
User-Defined Method
A new function introduced and defined by the programmer.
Precondition
A statement of what is true before a certain action is taken.
User-Friendly
Describes an interactive program with clear, easy-to-follow messages for the user.
User Interface
Software that enables human users to interact with a program.
Variable
A memory location, referenced by an identifier, whose value can be changed during execution of a program.
Variable Declaration
The form that introduces a new variable name and its data type in a program.
Vector
A one-dimensional array that supports resizing, insertions, and removals.
Virtual Machine
A software tool that behaves like a high-level computer.
Virus
A program that can enter a computer and perhaps destroy information.
Visibility Modifier
A symbol (PUBLIC, PROTECTED, or PRIVATE) that specifies the kind of access that clients have to a server's data and methods.
Void Method
A method that returns no value.
Waterfall Model
A series of steps in which a software system trickles down from analysis to design to implementation.
See also SOFTWARE DEVELOPMENT LIFE CYCLE
Pretest Condition
A condition that controls whether or not the body of the loop is executed before going through the loop.
WHILE Loop
A pretest loop that examines a Boolean expression before causing a statement to be executed.
Window
A rectangular area of a computer screen that can contain window objects. Windows typically can be resized, minimized, maximized, zoomed, or closed.
See also FRAME
Window Object
A computational object that displays an image, such as a button or a text field, in a window and supports interaction with the user.
Word
A unit of memory consisting of one or more bytes. Words can be addressed.
Wrapper Class
A class designed to contain a primitive data type so that the primitive type can behave like a reference type.
See also PRIMITIVE DATA TYPE and REFERENCE TYPE
Pretest Loop
A loop in which the control condition is tested before the loop is executed. A WHILE loop is a pretest loop.
Also referred to as an ENTRANCE-CONTROLLED LOOP
Primary Memory
See MAIN MEMORY and MEMORY.
Priming Input Statement
An input statement that must be executed before a loop control condition is tested.
Primitive Data Type
A data type such as CHAR, INT, DOUBLE, or BOOLEAN whose values are stored directly in variables of that type. Primitive data types are always passed by value when they are parameters in Java and copied during assignment statements.
Private Inner Class
A class that is defined as a helper class within another class.
Parent
The immediate superclass of a class.
Private Method
A method that is accessible only within the scope of a class definition.
Private Variable
A variable that is accessible only within the scope of a class definition.
Procedural Decomposition
A design strategy whereby complex tasks are split into simpler subtasks that are implemented with methods or procedures.
Procedural Programming
A style of programming that decomposes a program into a set of methods or procedures.
See also PROCEDURAL DECOMPOSITION
Program
A set of instructions that tells the machine (the hardware) what to do.
Programming Language
Formal language that computer scientists use to give instructions to the computer.
Program Proof
An analysis of a program that attempts to verify the correctness of program results.
Program Walk-Through
The process of carefully following, using pencil and paper, steps the computer uses to solve the problem given in a program.
It is also referred to as a TRACE
Protected Variable
A variable that is accessible only within the scope of a class definition, within the class definition of a subclass, or within the class's package.
Prototype
A trimmed-down version of a class or software system that still functions and allows the programmer to study its essential features.
Parent
A given node's predecessor in a tree.
Pseudocode
A stylized half-English, half-code language written in English but suggesting Java code.
Public Method
A method that is accessible to any program component that uses the class.
Public Variable
A variable that is accessible to any program component that uses the class.
Pull-Down Menu
A window object that allows the user to pull down and select form a list of menu items.
See also MENU ITEM
Quadratic
An increase of work or memory in proportion to the square of the size of the problem.
Quality Assurance
The ongoing process of making sure that a software product is developed to the highest standards possible subject to the ever-present constraints of time and money.
Query-Controlled Input
A style of taking multiple user inputs and asking the user if she wants to continue after each one.
Queue
A data structure that allows the programmer to insert items only at one end and remove them from the other end.
Quicksort
A sorting technique that moves elements around a pivot and recursively sorts the elements to the left and the right of the pivot.
Ragged Array
A two-dimensional array in which each row may have a different length.
Peripheral Memory
See MEMORY and SECONDARY MEMORY.
RAM
Random access memory, in which the time required to access data is independent of their position.
Random Access Data Structure
A data structure in which the time to access a data item does not depend on its position in the structure.
Random Number
A number chosen from a range of numbers in such a manner that the choice seems arbitrary.
Range-Bound Error
The situation that occurs when an attempt is made to use an array index value that is less than 0 or greater than or equal to the size of the array.
Ready Queue
A software object used to schedule threads for execution.
Rear
the end of a queue to which elements are added.
Recursion
The process of a subprogram calling itself. A clearly defined stopping state must exist. Any recursive subprogram can be rewritten using ITERATION.
Recursive Method
A method that calls itself.
Recursive Step
A step in the recursive process that solves a similar problem of smaller size and eventually leads to a termination of the process.
Recursive Subprogram
See RECURSION.
Persistence
The property of a data model that allows it to survive various runs of an application.
See also SERIALIZATION
Reference Type
A data type such as array, STRING, or any other Java class, whose instances are not stored directly in variables of that type. References or pointers to these objects are stored instead. References to objects are passed when they are parameters in Java, and only the references, not the objects, are copied during assignment statements.
Refreshable Image
An image that is redisplayed when the user resizes or minimizes a window.
Relational Operator
An operator used for comparison of data items of the same type.
Relative Path Name
A string that specifies the location of a resource without mentioning the Web server.
Repetition
See LOOPS.
Representational Error
A condition in which the precision of data is reduced because of the order in which operations are performed.
Reserved Words
Words that have predefined meanings that cannot be changed. A list of reserved words for Java is in Appendix B.
Return Type
The type of value returned by a method.
Robust
The state in which a program is protected against most possible crashes from bad data and unexpected values.
Round-Off Error
A condition in which a portion of a real number is lost because of the way it is stored in the computer's memory.
Physical Size
The number of memory units available for storing data items in a data structure.
See also LOGICAL SIZE
Row-Major Traversal
The process of visiting elements in a two-dimensional array whereby each element in a row is accessed before moving on to the next row.
Runtime Error
An error detected when, after compilation is completed, an error message results instead of the correct output.
See also COMPILATION ERROR, DESIGN ERROR, EXCEPTION, and SYNTAX ERROR
Runtime Stack
An area of computer memory reserved for local variables and parameters of method calls.
Sampling Rate
The number of samples of a sound wave taken per second of time.
Scope of Identifier
The largest block in which the identifier is available.
Screen Coordinate System
A coordinate system used by most programming languages in which the origin is in the upper-left corner of the screen, window, or panel, and the y values increase toward the bottom of the drawing area.
Secondary Memory
An auxiliary device for memory, usually a disk or magnetic tape.
See also MAIN MEMORY and MEMORY.
Selection
The process by which a method or a variable of an instance or a class is accessed.
Selection Sort
A sorting algorithm that sorts the components of an array in either ascending or descending order. This process puts the smallest or largest element in the top position and repeats the process on the remaining array components.
See also QUICKSORT
Selection Statement
A control statement that selects some particular logical path based on the value of an expression.
Also referred to as a CONDITIONAL STATEMENT
Pivot
A data item around which an array is subdivided during the quicksort.
Self-Documenting Code
Code that is written using descriptive identifiers.
Semantics
The rules for interpreting the meaning of a program in a language.
Parameter List
A list of parameters. An actual parameter list is contained in a method call. A formal parameter list is contained in a method heading.
String
An abbreviated name for a string literal.
String Literal
One or more characters, enclosed in double quotation marks, used as a constant in a program.
Structure Chart
A graphical method of indicating the relationship between modules when designing the solution to a problem.
Structured Programming
Programming that parallels a solution to a problem achieved by top-down implementation.
See also STEPWISE REFINEMENT and TOP-DOWN IMPLEMENTATION
Stub Programming
The process of using incomplete functions to test data transmission among the functions.
Subclass
A class that inherits attributes and behavior from another class.
Subscript
See ARRAY INDEX.
Substring
A string that represents a segment of another string.
Superclass
The class from which a subclass inherits attribute and behavior.
See also INHERITANCE and SUBCLASS
Swing Toolkit
A set of Java classes used to create programs with graphical user interfaces.
Portable
Able to be transferred to different applications or computers without changes.
Synchronization Problem
A situation that occurs when a thread accesses a shared resource either before or after it should.
Synchronized Method
A method that runs in a critical section, allowing a thread to complete some code before it relinquishes the CPU.
Syntax
The rules for constructing well-formed programs in a language.
Syntax Error
An error in spelling, punctuation, or placement of certain key symbols in a program.
See also COMPILATION ERROR, DESIGN ERROR, and RUNTIME ERROR
System Software
The programs that allow users to write and execute other programs, including operating systems such as Windows and Mac OS.
Table
A synonym for "dictionary."
Tail-Recursive
The property that a recursive algorithm has of performing no work after each recursive step.
See also RECURSION
Task-Controlled Loop
A type of loop that terminates when it is finished performing some task.
Terminal I/O Interface
A user interface that allows the user to enter input from a keyboard and view output as text in a window.
Text Field Object
A window object in which the user can view or enter a single line of text.
Post-Condition
A statement of what is true after a certain action is taken.
Text Files
Files that contain characters and are readable and writable by text editors.
Time Slicing
A method of rotating multiple threads through a CPU whereby each thread receives a small increment of CPU time and is then timed out.
Token
An individual word or symbol.
Top-Down Implementation
A method for coding by which the programmer starts with a top-level task and implements subtasks. Each subtask is then subdivided into smaller subtasks. This process is repeated until each remaining subtask is easily coded.
See also STEPWISE REFINEMENT, and STRUCTURED PROGRAMMING
Trace
See PROGRAM WALK-THROUGH.
Truth Table
A means of listing all of the possible values of a Boolean expression.
Turtle Graphics
A set of methods that manipulates a pen in a graphics window.
Two-Dimensional Array
An array in which each data item is accessed by specifying a pair of indices.
Type
See DATA TYPE.
Type Parameter
The actual type provided for elements of a generic collection when its data type is declared or the collection is instantiated.
Post-Test Loop
A loop in which the control condition is tested after the loop is executed. A DO-WHILE loop is a post-test loop.
Also referred to as an EXIT-CONTROLLED LOOP
Type Promotion
The process of converting a less inclusive data type, such as INT, to a more inclusive data type, such as DOUBLE.
Type Variable
A name used to specify an element type in the definition of a generic collection interface or class.
Ubiquitous Computing
A situation in which computational resources are accessible to people no matter where they are.
Unboxing
The process whereby the Java Virtual Machine automatically unwraps values of primitive types from objects when they are retrieved from collections.
Underflow
A value that is too small to be represented by a computer; it is automatically replaced by its negation.
See also OVERFLOW
Unicode
A character set that uses 16 bits to represent over 65,000 possible characters. These include the ASCII character set as well as symbols and ideograms in many international languages.
Unified Modeling Language (UML)
A graphical notation for describing a software system in various phases of development.
Uniform Resource Locator (URL)
The address of a page on the World Wide Web.
User-Defined Class
A new data type introduced and defined by the programmer.
User-Defined Method
A new function introduced and defined by the programmer.
Precondition
A statement of what is true before a certain action is taken.
User-Friendly
Describes an interactive program with clear, easy-to-follow messages for the user.
User Interface
Software that enables human users to interact with a program.
Variable
A memory location, referenced by an identifier, whose value can be changed during execution of a program.
Variable Declaration
The form that introduces a new variable name and its data type in a program.
Vector
A one-dimensional array that supports resizing, insertions, and removals.
Virtual Machine
A software tool that behaves like a high-level computer.
Virus
A program that can enter a computer and perhaps destroy information.
Visibility Modifier
A symbol (PUBLIC, PROTECTED, or PRIVATE) that specifies the kind of access that clients have to a server's data and methods.
Void Method
A method that returns no value.
Waterfall Model
A series of steps in which a software system trickles down from analysis to design to implementation.
See also SOFTWARE DEVELOPMENT LIFE CYCLE
Pretest Condition
A condition that controls whether or not the body of the loop is executed before going through the loop.
WHILE Loop
A pretest loop that examines a Boolean expression before causing a statement to be executed.
Window
A rectangular area of a computer screen that can contain window objects. Windows typically can be resized, minimized, maximized, zoomed, or closed.
See also FRAME
Window Object
A computational object that displays an image, such as a button or a text field, in a window and supports interaction with the user.
Word
A unit of memory consisting of one or more bytes. Words can be addressed.
Wrapper Class
A class designed to contain a primitive data type so that the primitive type can behave like a reference type.
See also PRIMITIVE DATA TYPE and REFERENCE TYPE
Pretest Loop
A loop in which the control condition is tested before the loop is executed. A WHILE loop is a pretest loop.
Also referred to as an ENTRANCE-CONTROLLED LOOP
Primary Memory
See MAIN MEMORY and MEMORY.
Priming Input Statement
An input statement that must be executed before a loop control condition is tested.
Primitive Data Type
A data type such as CHAR, INT, DOUBLE, or BOOLEAN whose values are stored directly in variables of that type. Primitive data types are always passed by value when they are parameters in Java and copied during assignment statements.
Private Inner Class
A class that is defined as a helper class within another class.
Parent
The immediate superclass of a class.
Private Method
A method that is accessible only within the scope of a class definition.
Private Variable
A variable that is accessible only within the scope of a class definition.
Procedural Decomposition
A design strategy whereby complex tasks are split into simpler subtasks that are implemented with methods or procedures.
Procedural Programming
A style of programming that decomposes a program into a set of methods or procedures.
See also PROCEDURAL DECOMPOSITION
Program
A set of instructions that tells the machine (the hardware) what to do.
Programming Language
Formal language that computer scientists use to give instructions to the computer.
Program Proof
An analysis of a program that attempts to verify the correctness of program results.
Program Walk-Through
The process of carefully following, using pencil and paper, steps the computer uses to solve the problem given in a program.
It is also referred to as a TRACE
Protected Variable
A variable that is accessible only within the scope of a class definition, within the class definition of a subclass, or within the class's package.
Prototype
A trimmed-down version of a class or software system that still functions and allows the programmer to study its essential features.
Parent
A given node's predecessor in a tree.
Pseudocode
A stylized half-English, half-code language written in English but suggesting Java code.
Public Method
A method that is accessible to any program component that uses the class.
Public Variable
A variable that is accessible to any program component that uses the class.
Pull-Down Menu
A window object that allows the user to pull down and select form a list of menu items.
See also MENU ITEM
Quadratic
An increase of work or memory in proportion to the square of the size of the problem.
Quality Assurance
The ongoing process of making sure that a software product is developed to the highest standards possible subject to the ever-present constraints of time and money.
Query-Controlled Input
A style of taking multiple user inputs and asking the user if she wants to continue after each one.
Queue
A data structure that allows the programmer to insert items only at one end and remove them from the other end.
Quicksort
A sorting technique that moves elements around a pivot and recursively sorts the elements to the left and the right of the pivot.
Ragged Array
A two-dimensional array in which each row may have a different length.
Peripheral Memory
See MEMORY and SECONDARY MEMORY.
RAM
Random access memory, in which the time required to access data is independent of their position.
Random Access Data Structure
A data structure in which the time to access a data item does not depend on its position in the structure.
Random Number
A number chosen from a range of numbers in such a manner that the choice seems arbitrary.
Range-Bound Error
The situation that occurs when an attempt is made to use an array index value that is less than 0 or greater than or equal to the size of the array.
Ready Queue
A software object used to schedule threads for execution.
Rear
the end of a queue to which elements are added.
Recursion
The process of a subprogram calling itself. A clearly defined stopping state must exist. Any recursive subprogram can be rewritten using ITERATION.
Recursive Method
A method that calls itself.
Recursive Step
A step in the recursive process that solves a similar problem of smaller size and eventually leads to a termination of the process.
Recursive Subprogram
See RECURSION.
Persistence
The property of a data model that allows it to survive various runs of an application.
See also SERIALIZATION
Reference Type
A data type such as array, STRING, or any other Java class, whose instances are not stored directly in variables of that type. References or pointers to these objects are stored instead. References to objects are passed when they are parameters in Java, and only the references, not the objects, are copied during assignment statements.
Refreshable Image
An image that is redisplayed when the user resizes or minimizes a window.
Relational Operator
An operator used for comparison of data items of the same type.
Relative Path Name
A string that specifies the location of a resource without mentioning the Web server.
Repetition
See LOOPS.
Representational Error
A condition in which the precision of data is reduced because of the order in which operations are performed.
Reserved Words
Words that have predefined meanings that cannot be changed. A list of reserved words for Java is in Appendix B.
Return Type
The type of value returned by a method.
Robust
The state in which a program is protected against most possible crashes from bad data and unexpected values.
Round-Off Error
A condition in which a portion of a real number is lost because of the way it is stored in the computer's memory.
Physical Size
The number of memory units available for storing data items in a data structure.
See also LOGICAL SIZE
Row-Major Traversal
The process of visiting elements in a two-dimensional array whereby each element in a row is accessed before moving on to the next row.
Runtime Error
An error detected when, after compilation is completed, an error message results instead of the correct output.
See also COMPILATION ERROR, DESIGN ERROR, EXCEPTION, and SYNTAX ERROR
Runtime Stack
An area of computer memory reserved for local variables and parameters of method calls.
Sampling Rate
The number of samples of a sound wave taken per second of time.
Scope of Identifier
The largest block in which the identifier is available.