Unit 1 Flashcards

Object-Oriented Programming

1
Q

software engineer

A

A person who designs, develops, and tests software for home, school, and business use

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2
Q

class header

A

consists of the class keyword and the name of the class

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3
Q

source code

A

a collection of programming commands

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4
Q

syntax

A

The rules for how a programmer must write code for a computer to understand

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5
Q

comment

A

a text note that is ignored by the compiler to explain or annotate the code

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6
Q

class

A

A programmer-defined blueprint from which objects are created

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6
Q

object

A

an instance of a class

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6
Q

syntax error

A

a mistake in the code that does not follow a programming language’s syntax

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7
Q

object-oriented programming

A

an approach to creating and using models of physical or imaged objects

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7
Q

attribute

A

a characteristic of an object

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7
Q

constructor

A

A block of code that has the same name as the class and tells the computer how to create a new object

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7
Q

method

A

a named set of instructions to perform a task

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7
Q

instantiate

A

to call the constructor to create an object

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7
Q

behavior

A

an action that an object can perform

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8
Q

parameter

A

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

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8
Q

dot operator

A

used to call a method in a class

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8
Q

argument

A

The specific value provided when a method or constructor is called

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9
Q

string literal

A

a sequence of characters enclosed in quotation marks ( “ “ )

10
Q

algorithm

A

A finite set of instructions that accomplish a task

11
Q

iteration statement

A

A control structure that repeatedly executes a block of code

12
Q

condition

A

determines whether or not to execute a block of code

13
Q

Inheritance

A

An object-oriented programming principle where a subclass inherits the attributes and behaviors of a superclass

14
Q

superclass

A

A class that can be extended to create subclasses

15
Q

subclass

A

A class that extends a superclass and inherits its attributes and behaviors

16
Q

tester class

A

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

17
Q

method signature

A

consists of a name and parameter list

18
Q

return type

A

The value returned before a method completes its execution and exits

19
Q

return

A

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

20
Q

void

A

Specifies that a method should not have a return value

21
Q

programming style

A

a set of guidelines and best practices for formatting program code

22
Q

documentation

A

written discriptions of the purposde and functionality of code

23
Q

commit

A

an operation which saves the lastest changes of the code and represents a snapshot of the project

24
Q

code review

A

the process of examining code and providing feedback to improve the quality and functionality of the program

25
Q

selection statement

A

a statement that only executes when a condition is true

26
Q

variable

A

a container that stores a value in memory

27
Q

date type

A

the format of the data that can be stored in a variable

28
Q

declaration

A

giving a name and data type to a variable

29
Q

assignment

A

using the assignment operator (=) to initalize or change the value stored in a variable

30
Q

decomposition

A

the process of breaking a problem down into smaller parts to write methods for each part

31
Q

efficient

A

getting the best outcome with the least amount of words

32
Q

redudant code

A

code that is unesseccaruy

33
Q

psuedocode

A

a plain language description of the steps in an algorithmn

34
Q

two-way selection statement

A

specifies a block of code to execute when the condition is true and a block of code to execute when the condition is true

35
Q

logical operator

A

an operator that returns a Boolean value