01 Getting Started Flashcards

1
Q

micro-world

A

miniature simulated environment that is populated with one or more objects with clearly defined behaviors, and that can be visually represented so that you can see how the objects move around and behave over time.

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2
Q

origin of cart. coordinates

A

(0,0). top left corner.

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3
Q

program

A

set of instructions for a computer

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4
Q

source code

A

program is written by a programmer in some programming language

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5
Q

compiler

A

translates a program, as a whole, from one form to another.

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6
Q

interpreter

A

translates a program into machine language one statement at a time

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7
Q

algorithm

A

a plan for solving a problem

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8
Q

object

A

represents a specific concept or item that is relevant to the problem we are trying to solve

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9
Q

behavior

A

an action that an object can take or a task that it can perform in response to a request from an external source

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10
Q

method

A

a collection of statements that are written in some programming language to describe a specific behavior

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11
Q

precondition

A

a method is something that is assumed to be true before the method is invoked

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12
Q

postcondition

A

a method is something that is assumed to be true after the method has been executed

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13
Q

message

A

a request for a specific object to perform a specific task

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14
Q

class

A

a family of objects that all understand the same methods

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15
Q

instantiation

A

Creating a new object

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16
Q

declaration

A

A new name is introduced in a program

17
Q

how to comment in java

A

//

18
Q

Some methods take additional values that provide information about what the method should do. These additional values are called:

A

parameters

19
Q

In a micro-world like a LightBot, the coordinates that identify the upper left corner of the world are:`

A

(0,0), top left.

20
Q

An instance of a class is called:

A

object

21
Q

A special kind of method that is used to initialize a brand new object is called:

A

constructor

22
Q

The set of values of all of the attributes defining an object are called its:

A

state

23
Q

When we create a new class that inherits from another, we call this new class a:

A

Derived Class

Subclass

Child Class

24
Q

what do you call it when a new class inherits from an existing class

A

extends