Unit 1 Vocab CSA Flashcards

1
Q

Software Engineer

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

class header

A

consists of the class keyword and the name of the class

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

source code

A

a collection of programming commands

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

syntax

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

comment

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

syntax error

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

object-oriented programming

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

class

A

a programmer-defined blueprint from which objects are created

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

object

A

an instance of a class

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

attribute

A

a characteristic of an object

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

behavior

A

an action that an object can perform

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

instantiate

A

to call the constructor to create an object

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

method

A

a named set of instructions to perform a task

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

dot operator

A

used to call a method in a class

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

parameter

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

argument

A

the specific value provided when a method or constructor is called

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

string literal

A

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

19
Q

algorithm

A

a finite set of instructions that accomplish a task

20
Q

iteration statement

A

a control structure that repeatedly executes a block of code

21
Q

condition

A

determines whether or not to execute a block of code

22
Q

inheritance

A

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

23
Q

superclass

A

a class that can be extended to create subclasses

24
Q

subclass

A

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

25
tester class
the class that contains the main method and from where the program starts running
26
method signature
consists of a name and parameter list
27
return type
the value returned before a method completes its execution and exits
28
return
to exit a method and go back to the point in the program that called it with the requested value or information
29
void
specifies that a method should not have a return value
30
programming style
a set of guidelines and best practices for formatting program code
31
documentation
written descriptions of the purpose and functionality of code
32
commit
an operation which saves the latest changes of the code and represents a snapshot of a project
33
code review
the process of examining code and providing feedback to improve the quality and functionality of the program
34
selection statement
a statement that only executes when a condition is true
35
variable
a container that stores a value in memory
36
data type
the format of the data that can be stored in a variable
37
declaration
giving a name and data type to a variable
38
assignment
using the assignment operator (= ) to initialize or change the value stored in a variable
39
decomposition
the process of breaking a problem down into smaller parts to wete methods ter each part
40
efficient
getting the best outcome with the least amount of waste
41
redundant code
code that is unnecessary
42
pseudocode
a plain language description of the steps in an algorithm
43
two way selection statement
specifies a block of code to execute when the condition is true and a block of code to execute when the condition is false
44
logical operator
an operator that returns a Boolean value