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43 Cards in this Set

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Class
The blueprint for an object
Object
An instance of a class
Instance field
a class level variable
Constructor
a method that builds an object by setting initial data
Object Oriented Programming
a style of programming based on a series of interacting objects containing data and methods. this is in contrast to procedural programming. which uses no objects and progresses linearly through a set pattern
Scope
the visibility of a variable or method. this determines where you can access a given variable or method. so far we know that variables can be local, global, public
Public
An object's data or method that can be seen at any level of your program
Private
an object's data or method that can only be seen within that class
Literals
hard-coded numbers. Like "apple" or 42. they don't have names
Variables
store information and can change. they are named using camelCase
Constants
store information and never change. like final float PI = 3.14. Named with UPPERCASE_LETTERS
Finite State Automata (aka finite state machine)
an abstract machine that can be in one of a finite number of states. for example, Game of life has cells which are in the "alive" or "dead" states.
Generic Class (aka Template Class)
a class that can represent many different types
an ArrayList can be an ArrayList<String> or and ArrayList<Integer>
Definite Loop
a loop where you know the exact number of iterations prior to entering the loop.
a for loop
Indefinite loop
Anloop that waits for some condiyion to become true. in general, it's not obvious how many interactions it takes.
a while loop
Infinite Loop
a loop that does not terminate
Iteration
the repetition of a process, or, put simply "one pass through a loop"
Data structure
a way to organize data. examples include arrays, lists,stacks and queues
Array
a group of objects with the same attributes that can be addressed individually.

rows=horizontal, cols=vertical
rows come before cols ex minefield[r][c]
Code
instructions written by a programmer in a programming language
Hardcoding
programming code that solve a probnlem , but offers little flexibility to future modifications. sloppy and often resuiltss in more work
camelCase
a naming convention for writing code. each variable or method starts with a lowercase letter then capitalizes each subsequent word
Conditional
a part of your code that changes based on conditions. this is commonly implemented using if, else if, and else statements
Variable
a symbolic na!e used to store information of a type
Declaration
creating a variable and giving it a type
assignment
setting a variable equal to a new value
initialization
when you declare a variable and assign it an initial value
Global variable
a variable declared outside of any methods. can be used everywhere
Local variable
a variable declared inside a method that only can be used in that method
Boolean
a true or false variable
Integer
a non-decimal numeric variable
Float
a numeric variable that can include decimals
String
a variable that stores a series of characters
Console
a text-only interface for programs.
Method
a section of code grouped under a common name to perform a specific task
Method header
the first line of a method
Body
the code that method executes, found inside {}
Calling a method
telling a method to execute
Implementing a method
Writing a method header & body
Return type
information a method gives back to the code that called it
Parameter
information passed to a method
Accessor
A type of method that returns dara , but doesn't change anything
Mutator
A type of method that performs a task but returns no data