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43 Cards in this Set
- Front
- Back
- 3rd side (hint)
Class
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The blueprint for an object
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Object
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An instance of a class
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Instance field
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a class level variable
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Constructor
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a method that builds an object by setting initial data
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Object Oriented Programming
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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
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Scope
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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
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Public
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An object's data or method that can be seen at any level of your program
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Private
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an object's data or method that can only be seen within that class
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Literals
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hard-coded numbers. Like "apple" or 42. they don't have names
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Variables
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store information and can change. they are named using camelCase
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Constants
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store information and never change. like final float PI = 3.14. Named with UPPERCASE_LETTERS
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Finite State Automata (aka finite state machine)
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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.
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Generic Class (aka Template Class)
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a class that can represent many different types
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an ArrayList can be an ArrayList<String> or and ArrayList<Integer>
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Definite Loop
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a loop where you know the exact number of iterations prior to entering the loop.
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a for loop
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Indefinite loop
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Anloop that waits for some condiyion to become true. in general, it's not obvious how many interactions it takes.
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a while loop
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Infinite Loop
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a loop that does not terminate
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Iteration
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the repetition of a process, or, put simply "one pass through a loop"
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Data structure
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a way to organize data. examples include arrays, lists,stacks and queues
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Array
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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] |
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Code
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instructions written by a programmer in a programming language
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Hardcoding
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programming code that solve a probnlem , but offers little flexibility to future modifications. sloppy and often resuiltss in more work
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camelCase
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a naming convention for writing code. each variable or method starts with a lowercase letter then capitalizes each subsequent word
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Conditional
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a part of your code that changes based on conditions. this is commonly implemented using if, else if, and else statements
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Variable
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a symbolic na!e used to store information of a type
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Declaration
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creating a variable and giving it a type
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assignment
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setting a variable equal to a new value
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initialization
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when you declare a variable and assign it an initial value
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Global variable
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a variable declared outside of any methods. can be used everywhere
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Local variable
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a variable declared inside a method that only can be used in that method
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Boolean
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a true or false variable
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Integer
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a non-decimal numeric variable
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Float
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a numeric variable that can include decimals
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String
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a variable that stores a series of characters
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Console
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a text-only interface for programs.
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Method
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a section of code grouped under a common name to perform a specific task
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Method header
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the first line of a method
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Body
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the code that method executes, found inside {}
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Calling a method
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telling a method to execute
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Implementing a method
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Writing a method header & body
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Return type
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information a method gives back to the code that called it
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Parameter
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information passed to a method
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Accessor
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A type of method that returns dara , but doesn't change anything
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Mutator
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A type of method that performs a task but returns no data
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