Chapter 1 Flashcards
(55 cards)
Assembly Language
A low-level language that replaced binary digits with mnemonics
Bytecode
A low-level representation of a Java program that is not tied to a specific type of CPU
Case-Sensitive
Making a distinction between uppercase and lowercase letters. Java is case-sensitive
Class Definition
An element in a Java program. All Java programs are defined using class definitions
Class Library
A set of software classes that can be used when developing programs (see Java API)
Comment
Text included in a program to make the program easier to understand for humans
Compiler
A program that translates code in one language into equivalent code in another language
Deprecated
An element that is considered old-fashioned and should not be used
Editor
A software tool that allows one to enter text such as a program
Encapsulation
The characteristic of an object that means it protects and manages its own information
Graphical User Interface (GUI)
An interface to a program that consists of graphical elements such as windows and buttons
High-Level Language
A programming language that is expressed in phrases that are easier than machine language for a programmer to understand
Identifier
A word in a programming language
Inheritance
Defining a class based on another that already exists
Integrated Development Environment (IDE)
A set of software tools used to create, modify, and test a program
Java 2 Platform
The most recent Java technology
Java API
A library of software that we can use when developing programs
Logical Error
An error in a program that causes it to produce incorrect results
Machine Language
The language executed by a particular CPU
Method
A group of programming statements that is given a name
Method Invocation
Calling a method to execute its code
Natural Language
A language that humans use to communicate, such as English
Object
A fundamental entity in a Java program that represents something and provides services related to it
Object-Oriented Programming Language
A language, such as Java, that uses objects as the fundamental elements of a program