Lesson 2 - Using Data Flashcards

1
Q

Constant

A

Value can’t be changed while program is running

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2
Q

Literal constant

A

Value taken literally at each use

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3
Q

Numeric constant

A

Opposite of character/string constant

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4
Q

Unnamed constant

A

No identifier associated with it

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5
Q

Variable

A

Named meme pry location that can store a value

Can hold only one value at a time

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6
Q

Data type

A

Describes the type of data that can be stored, how much memory it occupies, and what types of operations can be performed on the data.

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7
Q

Primitive type

A

Simple data type

Uncomplicated

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8
Q

Reference types

A

Hold memory addresses

Built from primitive types of data

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9
Q

Variable declaration

A

Statement that reserves a named memory location and includes

A data type that identifies the type of data that the variable will store

And identifier that is the variables name

An optional assignment operator and assigned value

A semicolon

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10
Q

Strongly typed language

A

A language in which each variable has a well defined data type that limits the operations you can perform on it

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11
Q

Camel casing

A

Beginning something with identifier and having subsequent words capitalized

Ex.
initialValue

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12
Q

Assignment operator

A

=

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13
Q

Initialization

A

An assignment made when a variable is declared

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14
Q

Assignment

A

Assignment made to variable after initial initialization

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15
Q

Associativity

A

The order in which values are used with operators

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16
Q

Ivalue

A

An item that can appear on left side of value

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17
Q

rvalue

A

An item that can appear on right side of value

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18
Q

Uninitialized variable

A

Declaring a variable within method but not assigning value to it

Ex.

int Age;

Instead of

int Age=25;

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19
Q

Garbage value

A

An unknown value in an uninitialized variable

20
Q

Named constant

A

Also known as symbolic constant
A variable whose content does not change

The data type is final

An ply be assigned once and cannot be changed

Identifiers are all uppercase, with underscores separating words

21
Q

Blank final

A

Named constant that is not initialized

22
Q

Magic number

A

A value that does not have an immediate intuitive meaning or a number that cannot be explained without additional knowledge

23
Q

Scope

A

Area in which a satay type is visible to the program and can be referred back to

24
Q

Block of code

A

Code between curly braces

25
Q

null

A

empty

26
Q

integer

A

whole number without decimals, int is its data type

27
Q

lossy conversion

A

a conversion in which data is lost

28
Q

boolean variable

A

a variable that can only hold two values: true or false

29
Q

relation operator

A

compares two items, also known as comparison operator

30
Q
A

less than

31
Q

>

A

greater than

32
Q

==

A

Equal to

33
Q

<=

A

less than or equal to

34
Q

> =

A

greater than or equal to

35
Q

!=

A

not equal to

36
Q

null

A

empty

37
Q

integer

A

whole number without decimals, int is its data type

38
Q

lossy conversion

A

a conversion in which data is lost

39
Q

boolean variable

A

a variable that can only hold two values: true or false

40
Q

relation operator

A

compares two items, also known as comparison operator

41
Q
A

less than

42
Q

>

A

greater than

43
Q

==

A

Equal to

44
Q

<=

A

less than or equal to

45
Q

> =

A

greater than or equal to

46
Q

!=

A

not equal to