! |
A logical operator that reverses the state of a boolean value |
&& |
A logical operator that evaluates to true only if both sides are true |
== |
An operator to compare two pieces of primitive data or two addresses |
|
A logical operator that evaluates to true if either side is true |
abstract |
A class that is never meant to be instantiated except through a concrete subclass |
accessor |
A method that returns the value of a private instance variable (aka getter) |
add |
The method for putting a new item in a list |
addresses |
The location in memory at which an object is stored |
Aggregation |
Has - A Object relation |
algorithm |
A step by step process for solving a problem |
AND |
Only true if both inputs are true |
arithmetic operators |
+, -, *, /, % |
array |
A collection of pieces of data stored as indexed items under one name |
ArrayIndexOutOfBoundsException |
An error that happens when you refer to an element number larger than your array |
ArrayList |
A template class for keeping track of collections of data with a changing size |
assembler |
The part of the IDE that turns your code into assembly code |
assembly language |
The instruction set used by the CPU (aka machine code) |
assign |
Set a variable to a value |
attribute |
A variable property of an object (aka field) |
autoboxing |
A feature of Java that converts primitive types to their class counterpart |
base 2 logarithm |
A mathematical operation that returns what power of 2 a number is |
base case |
A condition that triggers a recursive process to end |
base class |
A class that another class inherits from (aka superclass) |
behavior |
An ability of an object (aka method) |
Binary Search |
A search technique on ordered data that cuts the list in half on each check |
bit |
A binary digit |
block |
A piece of code that is separated from the code around it |
body |
The code inside of a method |
boolean |
A type of variable or operation that evaluates to true or false |
braces |
Symbols that define the start and end of a block of code |
break |
A statement to jump outside of a loop or conditional branch |
bugs |
Problems that prevent code from working properly |
byte |
Eight bits |
bytecode |
The Java code that is ready to be processed by an interpreter |
capacity |
The amount of space allocated for a List |
case |
Identifies a code choice of a switch statement |
cast |
Forcing an expression of one data type to fit into a variable with a different type |
catch |
A keyword used to collect and handle specific types of exceptions |
change |
Setting a part of the condition to a different value so the code doesn't loop infinitely |
char |
A data type for holding a single letter, digit or symbol |
class |
Code that defines the attributes and behaviors of an object |
class |
definition All of the method headers and instance variables that make up a class |
class |
declaration The header line of a class |
class |
variable A variable that is shared among all instances of a class (aka static field) |
client |
A class that uses another class |
column |
A vertical organization of items in a 2D array, the second set of brackets |
comments |
A written description of what code does for human readers |
Comparable |
An interface requiring compareTo that allows built-in sort and searches to be used on a class |
comparator |
A class implementing compare that creates a tool for sorting and searching |
compare |
A tool that is used to check the order between two objects passed as parameters |
compareTo |
A method that is used to check the order between an object and a single parameter |
comparisons |
When an expression or constant is checked for a relationship with another |
compatible |
Data types that contain similar enough values that they can be cast to each other |
compiler |
The part of an IDE used to change turn code into software |
compound |
A complex line of code with made of multiple expressions |
compound assignment operator |
+=, -=, *=, /=, %= |
concatenation |
An operation that creates a new string out of other strings by sticking them together |
concrete |
A class that can be instantiated, a non abstract class |
condition |
A statement that can be evaluated to determine if a piece of code will be run |
conditional |
A statement that is dependent on an expression that evaluates to true or false |
console application |
A piece of software that runs without a GUI |
conspicuous |
Variable names that clearly describe the value they represent |
constant |
A variable that cannot change once its initial value is assigned |
constructor |
A piece of code that is run when an object is instantiated/created |
contents |
What is inside of a data set or element |
convention |
An agreed upon way of coding that is not required by the computer |
convert |
Changing values of one type into another |
copy constructor |
A special constructor that takes a parameter of the same type as the class being created |
CPU |
The "brain" of your computer |
data type |
The kind of information that can be held in a variable |
debugger |
The part of an IDE that helps you find errors in your code |
declaration |
The line where a class, method or variable is first created |
decrement |
Decreasing a value by 1 |
default constructor |
A constructor provided by the compiler when no constructor is coded |
DeMorgan's Laws |
Rules that describe how logical operations relate and transform into each other |
derived class |
A class that inherits from another class (aka subclass) |
digital |
Using whole numbers |
direct manipulation interface |
An interface that allows the user to interact with program constructs manually |
do-while |
A type of loop with the condition at the end that always executes at least once |
document |
To create help files and comments to make notes for future users and editors |
dot notation |
A way of referencing a method or variable that is part of a class |
double |
The most common data type for decimal numbers |
editor |
The part of an IDE used to type code |
element |
A individual item in an array or list |
empty string |
A string variable that has memory allocated but no text ("") |
encapsulation |
The practice of using setters and getters to control access to private variables |
equals |
A method that compares objects to see if they are the same |
equation |
A mathematical statement that two expressions have the same value |
evaluate |
Determine the current value of an expression |
exception |
An problem that occurs while a program is running that causes it to crash |
exception handling |
Code intended to catch runtime errors and handle them to prevent a crash |
executable |
A file ready to be run as a program by an operating system |
expression |
A piece of code that will be evaluated when it is run |
extends |
A keyword that is used to cause a class to inherit from another class |
false |
The opposite of true |
field |
A variable created and stored at the object level (aka instance variable) |
final |
A keyword used for creating a constant |
finally |
A keyword that attempts to run code after an exception has happened |
flowchart |
A graphic showing the paths that execution of a program may follow |
for |
A type of loop with the initialization, condtion and chage built into the header. A fixed number of times loop. |
for-each loop |
A special code block for traversing an array or list |
formatting |
Making numbers appear in as text in a particular way |
gate |
A component that does simple binary calculations |
generic type |
A superclass type shared by multiple subclass types |
getter |
A method that returns the value of a private instance variable (aka accessor) |
GUI |
The graphical user interface for interacting with a user |
hardware |
Physical component of a device |
HAS-A |
A relationship between classes where one class is used by another |
hierarchy |
A system for organizing in which each item is a superclass and/or subclass of another item |
high level language |
A language like Java that is converted to machine code before it is executated |
IDE |
An integrated development environment that contains the tools you need to write a program |
if-else |
The keywords used for conditional branching |
immutable |
A value that cannot be changed once created |
implementation |
The final code used to solve a programming problem |
implements |
A keyword that indicates a class will perform the job of an interface |
implicit |
Something that is assumed to be the case if not stated otherwise |
import |
A keyword that allows you to use code from another package in your code |
increment |
To increase a value by a set amount |
indentation |
Shifting code to the right to indicated that it is inside a block |
index |
The number that represents each letter or element in a String, array or a List |
IndexOutOfBoundsException |
An error that happens when code accesses an element in an array that doesn't exist |
infinite loop |
A piece of code that repeats itself forever |
information hiding |
The practice of making instance variables private to protect the internals operations of the code |
inheritance |
When a subclass gets code and variables originally created in the parent class |
initialize |
Allocate the memory for an array and set up beginning values |
Insertion Sort |
A sort with O(n^2) speed that finds the correct position of each element swapping as needed |
instance |
An object based on a class that exists when a program is running |
instance variable |
A variable stored at the class level (aka field) |
instantiate |
Creating and setting up and actual instance of a class to link to its variable, uses "new" keyword |
int |
The most common data type for non decimal numbers |
integer division |
The answer for why 7/2 is 3 and not 3.5 |
interface |
A programming construct that provides headers of required methods, but no code or variables |
interpret |
Preparing a Java application to be run for a specific operating system |
invoke |
A word meaning to call a method and run its code |
IS-A |
A subclass/superclass relationship between classes |
iteration |
One of many times executing the same piece of code |
iterative statements |
Sections of code that repeat in a predictable order |
JavaDoc |
A tool that creates documentation for code using comments with special syntax and keywords |
JDK |
The Java Development Kit needed for writing Java code |
key |
A piece of data in an object used to sort on |
length |
The number of items in an array |
length() method |
Used to find the number of characters in a string |
literal strings |
Text that is written in code between quotation marks |
local variable |
A variable created inside a method or other block of code |
logic error |
A coding mistake that causes code to act differently than planned |
logical operators |
Operators that combine or compare boolean expressions (eg. &&, |
loop invariant |
A relationship between variables that is checked to determine whether to loop again |
loops A |
ny piece of code that repeats when it reaches the end |
machine code |
A CPU specific binary language (aka assembly code) |
Mergesort |
A sort with O(n log n) speed that breaks the data set in half calling itself recursively |
method |
Code that defines an ability or behavior of an object |
minimized |
Code that takes the least space possible |
modifier |
A method used to change the value of a private variable (aka setter, mutator) |
modulus (%) |
An operator for finding the remainder from integer division |
motherboard |
Computer component all other parts connect to |
mutator |
A method used to change the value of a private variable (aka setter, modifer) |
nested |
Code that is inside another block of code |
nested loop |
A piece of repeating code inside another piece of repeating code |
new operator |
A keyword used when calling the constructor for an object being instantiated |
newline |
A character that tells the console to move the cursor to the next line |
no-args constructor |
An empty constructor, one that takes no parameters |
NOT |
Reverses value of the input |
null |
A keyword meaning "has no value" |
O notation |
A way of showing the relative theoretical speed of a search or sort algorithm |
object |
An instance of a class that exists when a program is running |
object model |
A planning tool used to design a class before coding it |
object oriented programming |
A programming philosophy in which code is written to represent real world things or ideas |
OR |
True if any input is true |
order of operators |
The rules that determine how the computer chooses which operations are evaluated first |
overloaded |
When a method is written in different ways with two or more possible parameter sets |
package |
A collection of java classes |
parameter |
A variable whose value or reference is passed into a method |
parse |
Move through a string one letter or word at a time |
partitioning |
The process of breaking a set into two or more pieces |
pass by reference |
When a parameter is sent as a memory location |
pass by value |
When a parameter is sent as data |
pattern recognition |
The ability to recognize a form of organization in a data set |
peripheral |
Computer part not inside the chassis |
pivot |
A value in a set used to split the set into two parts on which the data will be sorted |
polymorphism |
The concept that a single named behavior can be performed differently by various subclasses |
primitive type |
One of the built-in non-object data types that is stored by value |
printf |
A special method for Strings that includes formatting characters in the string literal |
private |
A keyword that makes a variable or method accessible from only inside the class |
procedural language |
A language where programs are expected to operate in a predictable order |
pseudocode |
A way of designing a program using written descriptions of what the code will be |
public |
A keyword that makes a variable or method accessible from outside the class |
Quicksort |
A sort with O(n log n) speed that splits the data using a randomly chosen pivot |
RAM |
Computer component that stores currently in-use data |
readability |
A measure of how easily something is understood by others |
recursive |
A piece of code that uses itself to solve the problem |
redundancy |
Allows a something to be understood even if some of it is missing or wrong |
reference |
An address that holds the memory location of the variable's data |
regular expression |
A predefined set of codes for limiting parse and search type String operations |
relational operators |
Operators that compare two expressions (eg. <>, !=, ==) |
remove |
A method for taking an item out of a list and filling any gap |
reserved word |
Special words used by the Java language that cannot be used for naming |
return |
A statement that causes a method to end and may send back a value to the calling code |
return type |
The kind of data that will be sent back by a method |
row |
A horizontal section of a 2D array, the first set of square brackets |
scope |
The part of code in which a variable exists or is accessible |
search |
Finding a particular item in a list, array or other collection |
Selection Sort |
A sort with O(n^2) speed that checks each element against every other element |
Sequential Search |
A search that checks each element from beginning to end |
set |
A method for changing the value of an item in a list |
setter |
A method that is used to change the value of a private variable (aka modifier) |
short-circuit evaluation |
A chain of relational or conditional expressions that stops evaluating as soon as the result is known |
signature |
The header line of a method that defines its return type, name and parameter list |
size |
The number of items in an ArrayList |
software engineering |
Planning, designing, building and testing computer programs |
sorting |
Putting a collection of data in order |
source code |
The original code created by the programmer |
square brackets |
Used to create arrays and refer to a specific element |
stack T |
he part of the computer that keeps track currently running layers of code |
statement |
A complete and syntactically correct line of code |
static field |
A variable that is shared among all instances of a class (aka class variable) |
static method |
A method that uses no (non-static) instance variables and can be called without an instance of the class |
String |
A built-in class for holding words, sentences, parahraphes, etc. |
style |
The conventions agreed upon by programmers for how to write code to be understood by others |
subclass |
A class that inherits from another class |
subinterface |
An interface that inherits from another interface |
subscript |
A way of writing an index to an array in pseudocode |
substring |
A part of a text value |
super |
A keyword that is used to access methods and fields from a base class |
superclass |
A class that another class inherits from (aka base class) |
superinterface |
An interface that another interface inherits from |
switch |
A keyword that chooses what code to run based on a single value |
symbolic |
A name that represents another value |
syntax |
The rules for how code must be entered to compile and work |
syntax error |
A coding mistake that prevents code from compiling |
testing |
Checking the condition on a piece of code |
this |
A keyword that refers to the current instance of the class |
transistor |
A tiny on-off switch |
transmission |
Moving something from one place to another |
traversal |
The process of interacting with each element in an array or list in order |
true |
The opposite of false |
try |
A keyword that begins a block code that could cause an exception |
Two-Dimensional Array |
An array of arrays |
uninitialized string |
A string variable that is named but has nowhere to store its data |
value |
Data represented by a variable or expression |
variable |
A named value in a program that can contain a specific type of data |
visual prototyping and design tools |
Tools that allow an engineer to plan their software through drawings and flow models |
while |
A type of loop that runs as long as its condition is true |
whitespace |
Any space, tab or new line charcter in the code |
wrapper class |
A class designed to add behaviors to a primitive type |