Test 1

43 flashcardsby Allim
Study these flashcardsFree · spaced repetition · iPhone, Android, Mac & web

All cards

1
Object-Oriented Programming (OOP)
A style of programming focused on the use of classes and
class hierarchies
2
Inheritance
Reuse and extension of fields and method implementations from another class
3
Encapsulation
Bundling data and code into a restricted container
4
Abstraction
Specifying a general interface while hiding implementation details (sometimes listed as a 4th fundamental concept of OOP, though I believe it's common to most paradigms)
5
Primitive type
A data type that can typically be handled directly by the underlying hardware
6
Enumerated type
A data type that includes a fixed set of constant values called enumerators
7
Class
A template encapsulating data and code that manipulates it
8
Interface
a reference type containing only method signatures, default methods, static methods, constants, and nested types
9
Instance
An encapsulated bundle of data and code (e.g., an instance of a program is a process; an instance of a class is an object)
10
Object
An instance of a class containing a set of encapsulated data and associated methods
11
Variable
A block of memory associated with a symbolic name that contains a primitive data value or the address of an object instance
12
Operator
A short string representing a mathematical, logical, or machine control action
13
Reference Counter
A managed memory technique that tracks the number of references to allocated memory, so that the memory can be freed when the count reaches zero
14
Garbage Collector
A program that runs in managed memory systems to free unreferenced memory
15
Field
A class member variable (also called an "attribute" or "class variable")
16
Constructor
A special class member that creates and initializes an object from the class
17
Destructor
A special class member that cleans up when an object is deleted (not supported by Java)
18
Method
A function that manipulates data in a class (also called a "class function")
19
Getter
A method that returns the value of a private variable
20
Setter
A method that changes the value of a private variable
21
Multiple Inheritance
A subclass inheriting class members from two or more superclasses
22
Superclass
The class from which members are inherited
23
Subclass
The class inheriting members
24
Abstract Class
A class that cannot be instantiated
25
Abstract Method
A method declared with no implementation
26
Override
A subclass replacing its superclass’ implementation of a method
27
Namespace
A named scope
28
Package
A grouping of related types providing access protection and namespace management
29
Declaration
A statement that introduces a name with an associated type into a scope
30
Definition
A declaration that also fully specifies the entity declared
31
Shadowing
A variable declared in a narrower scope than that of a variable of the same name declared in a broader scope
32
Algorithm
A procedure for solving a specific problem, expressed in terms of an ordered set of actions to execute
33
Exception
An object created to represent an error or other unusual occurrence and then propagated via special mechanisms until caught by special handling code
34
Assertion
An expression that, if false, indicates a program error (in Java, via the assert keyword)
35
Invariant
Code for which specified assertions are guaranteed to be true (often, a class in which fields cannot change after instantiation)
36
Data Validation
Ensuring that a program operates on clean, correct and useful data
37
Validation Rules
Algorithmically enforceable constraints on the correctness, meaningfulness, and security of input data
38
Version Control
The task of keeping a system consisting of many versions well organized
39
Unified Modeling Language (UML)
The standard visual modeling language used to describe, specify, design, and document the structure and behavior of object-oriented systems
40
Intellectual Property
Exclusive right to authors and inventors to their writing and discoveries
41
Trademark
Symbol or name established by use as representing a company or product
42
Patent
Exclusive right to make, use, or sell an invention, and authorize others to do the same
43
Copyright
Exclusive right to print, publish, perform, execute, or record a creative work or its derivatives, and to authorize others to do the same
Study all 43 cards for free