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Flashcards in CH 4 Deck (16)
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1
Q

abstraction

A

thinking at a higher level, hiding the implementation details so that just the semantics (meaning) is known; Example: when programmers use a method without worrying about the details or what’s inside the method, this allows the programmer to focus on a few concepts at a time

2
Q

argument

A

value sent to a parameter in a method

3
Q

calling a method

A

running, invoking or bringing a method into world.my firstmethod so that it is executed; some call it “summoning” a method

4
Q

class

A

3D object in Alice, every class has its own set of methods and properties

5
Q

class-level method

A

method that is specific to one object or class and does not reference other world-level methods; uses inheritance

6
Q

function

A

asks a question in a program and returns a value

7
Q

inheritance

A

dea of creating a new class based on a previously defined class; used to reuse previously written code in a different program

8
Q

instance

A

an object derived from a class

9
Q

instantiate

A

To instantiate is to create a new instance of an object; in Alice, we do this by adding a new object to the world

10
Q

method

A

manipulates an object, actions performed by an object

11
Q

object

A

3D models that perform methods

12
Q

parameter

A

placeholder, or “empty basket” for an argument or value to be passed in

13
Q

property

A

values associated with an object such as color and size

14
Q

primitive method

A

pre-defined methods already written in Alice such as move, turn, roll, etc.

15
Q

stepwise refinement

A

process of breaking a problem down into large tasks and then breaking each task down into simpler steps is called stepwise refinement.

16
Q

world-level method

A

method written that applies to multiple objects, can call other world-level methods, does not use inheritance