TE Glossary Flashcards

1
Q

Assignment Statement

A

An assignment sets the value in a storage location denoted by a variable name.

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2
Q

Boolean Expression

A

An expression using comparison or logical operators and the evaluated value is a boolean result.

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3
Q

Branch

A

A branch represents an independent line of development separate from the main development.

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4
Q

Code Smell

A

A code smell is any symptom in the code of a program that possibly indicates there is a deeper problem, violation of fundamental design principles, or an impact to design quality. Duplicate code is often an indication of a code smell.

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5
Q

Camel Case

A

A naming convention where the first letter starts with a lower-case letter and each subsequent word starts with a capital letter.

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6
Q

Constant

A

A constant is a value that cannot be altered during execution of the program.

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7
Q

Constructor

A

A constructor is a special method of a class that initializes an object of that type. Constructors have the same name as the class and can be used to set the values to default values or user-defined values.

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8
Q

Declaration Statement

A

A declaration statement introduces a new variable by providing a data type and a name that it can be referenced by.

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9
Q

Exception

A

An anomaly or exceptional condition that requires special processing.

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10
Q

Instantiate

A

Instantiation is the creation of an instance of an object from a template such as a class.

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11
Q

Integrated Development Environment (IDE)

A

A software application that unifies several programming tools commonly used by programmers to develop software. An IDE normally consists of a source code editor with intelligent code completion, build and run automation, and a debugger.

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12
Q

Interfaces

A

An interface is a contract. It specifies how a software component could be used by indicating what behavior it needs to implement but not how.

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13
Q

Layer of Abstraction

A

A concept that sits on top of a more basic concept that makes is easier to solve problems. For example, a programming language like Java or C# is a layer of abstraction on top of the C programming language. C, in turn, is a layer of abstraction on top of the underlying CPU and hardware the program is running on.

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14
Q

Local Repository

A

A local repository refers to a copy of a git repository that resides on your computer.

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15
Q

Loosely Coupled

A

Loose coupling reduces the dependencies that one class has on another so that it depends on it to the least extent possible.

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16
Q

Method Signature

A

Part of the method declaration that indicates the return type, name of the method, and input parameters.

public int MultiplyBy(int multiplicand, int multiplier)
{
int result = multiplicand * multiplier;

return result;
}

17
Q

Overloaded Method

A

Method overloading allows a class to have several methods with the same name for flexibility. In order for it to be valid though, the parameter signatures must be different between each overloaded method.

18
Q

Pascal Case

A

A naming convention where the first letter starts with an upper-case letter and each subsequent word starts with a capital letter.

19
Q

Platform

A

A platform is the basic hardware and software on which applications can be run.

20
Q

Remote Repository

A

A remote repository is a copy of a git repository located on a centralized server. Team members push commits to the remote repository when they are ready to share with the rest of the team.

21
Q

Scope

A

Scope refers to the visibility of variables. If code can access a variable, it is in scope. If code cannot access a variable, it is out of scope.

22
Q

Tightly Coupled

A

Tightly coupled code tends to make changes in one module have a ripple effect throughout the other modules due to inter-module dependency. Tightly coupled code is not flexible.

23
Q

For Loop

A

Used when you want code to repeat a defined number of times (e.g. one time for each element in an array)

Customizable but difficult syntax - can start and end wherever, reverse direction, retrieve only certain items

initializer, condition, iterator/increment

for(int i = 0; i < animals.Length; i++)

24
Q

Initializer (for loop)

A

The statement (or set of statements) that set the initial state. This is executed one time before the loop begins. Declares a local loop variable.

25
Q

Condition(for loop)

A

Before running the body of the loop, the expression is evaluated.

26
Q

Iterator (for loop)

A

A statement (or set of statements) that execute at the end of each pass through the loop. If condition remains true, the body of the for loop executes again.

27
Q

Array

A

Size is fixed
zero-based index
[] = new [];

28
Q

List

A

is type.
Size is not fixed.
Zero-based index.
Needs a foreach loop to iterate through the list.
Needs: using System.Collections.Generic;
Create: List names = new List();
Adding/removing values: names.Add/Remove(“Luke”)

29
Q

Foreach loop

A

Iterates through the collection.
Straightforward syntax, not customizable only moves forward from first item, every item is retrieved
foreach(string name in names)

30
Q

Stack

A

(LIFO) last-in, first-out data structure. Push adds while pop removes. Rare. Commonly used when applications need an undo feature

31
Q

Queue

A

(FIFO) first-in, first-out. Used when there’s a need for a system that manages a collection of items in the order the items are added. Ex. Call center holds customers in the order they call. Enqueue adds while dequeue removes

32
Q

Dictionary

A

Associative array. Consists of key-value pairs. Unordered data structure.

Dictionary identifier = new Dictionary();

Dictionary people = new Dictionary()
{
    { "Luke", true },
    { "Han", false},
    { "Chewbacca", false },
    { "Yoda", true },
    { "Leia", true }
};
33
Q

Encapsulation

A

The bundling of an object’s state and behaviors together. Part of OOP

34
Q

Inheritance

A

The act of having one class adopt the properties and methods of another class. This prevents code duplication and allows you to share code across classes while having the source code live in only one class file

35
Q

Polymorphism

A

The idea that something can be assigned a different meaning or usage based on its context. This specifically allows variables and objects to take on more than one form.