Definitions Flashcards

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1
Q

Object

A

An instance of a class.

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2
Q

Class

A

A programmer defined blueprint from which the programmer objects are created.

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3
Q

Object Oriented Programming

A

An approach to creating and using models of physical or imagined objects.

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4
Q

Instanite

A

To call the constructor to create an object.

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5
Q

Subclass

A

A class that extends a super class and inherits its attributes and behaviors.

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6
Q

Logic error

A

An error that occurs when the code runs but does not do what was expected.

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7
Q

Method

A

A named set of instructions to perform a task.

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8
Q

String

A

A sequence of characters enclosed in quotation marks.

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9
Q

Parameter

A

Defines the type of value to receive when a method or constructor is called.

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10
Q

Argument

A

the specific value provided when a method or constructor is called

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11
Q

Condition

A

Determines whether or not to execute a block of code.

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12
Q

Algorithm

A

A finite set of instructions to accomplish a task.

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13
Q

Iteration Statement

A

A control structure that repeatedly executes a block of code.

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14
Q

Tester Class

A

The class that contains the main method and from where the program starts running.

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15
Q

Efficient

A

Getting the best outcome with the least amount of waste.

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16
Q

Prescode

A

A plain language description of the steps in an algorithm.

17
Q

Selection Statement

A

A statement that only executes when a condition is true.

18
Q

Return

A

To exit a method and go back to the point in the program that called it with the requested value of information.

19
Q

Method Signature

A

Consists of a name and parameter list.

20
Q

Return Type

A

The value returned before a method completes its execution and exits.

21
Q

Void

A

Species that a method should not have a return value.

22
Q

Dot operator

A

Used to call a method in a class.