Unit 1 Flashcards

Object-Oriented Programming (44 cards)

1
Q

software engineer

A

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

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2
Q

class header

A

consists of the class keyword and the name of the class

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3
Q

source code

A

a collection of programming commands

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4
Q

syntax

A

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

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5
Q

comment

A

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

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6
Q

class

A

A programmer-defined blueprint from which objects are created

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6
Q

object

A

an instance of a class

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6
Q

syntax error

A

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

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7
Q

object-oriented programming

A

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

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7
Q

attribute

A

a characteristic of an object

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7
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

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7
Q

method

A

a named set of instructions to perform a task

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7
Q

instantiate

A

to call the constructor to create an object

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7
Q

behavior

A

an action that an object can perform

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8
Q

parameter

A

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

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8
Q

dot operator

A

used to call a method in a class

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8
Q

argument

A

The specific value provided when a method or constructor is called

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9
Q

string literal

A

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

10
Q

algorithm

A

A finite set of instructions that accomplish a task

11
Q

iteration statement

A

A control structure that repeatedly executes a block of code

12
Q

condition

A

determines whether or not to execute a block of code

13
Q

Inheritance

A

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

14
Q

superclass

A

A class that can be extended to create subclasses

15
Q

subclass

A

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

16
tester class
The class that contains the main method and from where the program starts running
17
method signature
consists of a name and parameter list
18
return type
The value returned before a method completes its execution and exits
19
return
To exit a method and go back to the point in the program that called it with the requested value or information
20
void
Specifies that a method should not have a return value
21
programming style
a set of guidelines and best practices for formatting program code
22
documentation
written discriptions of the purposde and functionality of code
23
commit
an operation which saves the lastest changes of the code and represents a snapshot of the project
24
code review
the process of examining code and providing feedback to improve the quality and functionality of the program
25
selection statement
a statement that only executes when a condition is true
26
variable
a container that stores a value in memory
27
date type
the format of the data that can be stored in a variable
28
declaration
giving a name and data type to a variable
29
assignment
using the assignment operator (=) to initalize or change the value stored in a variable
30
decomposition
the process of breaking a problem down into smaller parts to write methods for each part
31
efficient
getting the best outcome with the least amount of words
32
redudant code
code that is unesseccaruy
33
psuedocode
a plain language description of the steps in an algorithmn
34
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 true
35
logical operator
an operator that returns a Boolean value