Chapter 6 Flashcards

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1
Q

accessor

A

A method used to examine an attribute of an object without changing it. (188)

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2
Q

actual parameter

A

A variable or expression contained in a method call and passed to that method. (205)

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3
Q

behavior

A

The set of actions that a class of objects supports. (186)

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4
Q

constructor

A

A method that creates a new instance of a class. (188)

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5
Q

encapsulation

A

The combining of data and behavior into a single software package. (186)

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6
Q

helper method

A

A method used within the implementation of a class but not used by clients of that class. (207)

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7
Q

identity

A

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. (186)

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8
Q

instantiation

A

The process of creating a new object. (186)

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9
Q

lifetime

A

The period during which a variable can be used. (205)

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10
Q

mutator

A

A method used to change the value of an attribute of an object. (188)

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11
Q

scope

A

The largest area of program text in which an identifier is available. (204)

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12
Q

state

A

The set of all the values of the variables of a program at any point during its execution. (186)

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13
Q

visibility modifier

A

A symbol (public or private) that specifies the kind of access that clients have to a class’s data and methods. (193)

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