TLE Flashcards

1
Q

Class

A

A blueprint to create objects. Defines common variables

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2
Q

Object

A

An instance of a class.

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3
Q

Method

A

A group of instructions to do a specific task

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4
Q

Calling a method

A

Is basically using the method.

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5
Q

Semi colon

A

Calling a method is a statement on java so each statement ends with a semicolon

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6
Q

Main() method

A

The main() method is automatically called when we run our java program. It is the starting point of execution of our program. Composed of string arguments.

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7
Q

Access Modifiers

A

Keywords that specify how to access classes and methods.

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8
Q

What is a naming convention? Specify the types.

A

Naming conventions specify how to write names in programming.
- Pascal Case Convention: First letter of each word is in capital.
- Camel Case Convention: First letter of first word is small and the first letters of the second or other words are capitals. Used when naming variables and methods.
- Snake Case Convention: Put an underscore between each words, all letters are in small.

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9
Q

TO REMEMBER!

A
  • Every java program contains at least one class.
  • Pascal case convention is used with classes.
  • Camel case convention is used with methods.
  • A method exists inside a class.
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10
Q

Package

A

A container for classes.

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11
Q

Scanner class/ Scanner

A

Allows us to read input from the keyboard. To read data.

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11
Q

Input methods

A

Used to read specific types of data from the keyboard.

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12
Q

Comments

A

Add notes within program. Example is Programmer to date coded.

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13
Q

Import scanner

A

To have a scanner in a program.

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14
Q

String

A

It is a data type. It is the type of info you save. It is a reference data type. Example, fname is a string declaration.

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15
Q

New

A

Used in telling the compiler to create an object from the specified class.

16
Q

Public

A

Modifier that indicates a class, method, or class variable can be accessed by any object or method directly.

17
Q

identifiers

A

User defined names for methods, variables, constants, classes. Names that identify the elements in a program.

17
Q

Constants

A

Identifiers whose values never change once declared.

18
Q

Casting

A

Process of assigning a value or variable of a specific type to a variable of another type.

19
Q

Concatenation

A

Process of joining values together.

20
Q

Literals

A

Constant values assigned to variables or constants.

21
Q

Variables

A

Used to store values in our computer’s memory.