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Application
is a program that you execute to accomplish some task, such as preparing a paycheck, placing a customer order, or playing a game.
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Method
is a named set of statements that performs some task or group of tasks
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Main Method
The main method is most programming languages has a name similar to main(). If a class contains a main() method, then it is an application. If an application contains multiple methods, the main() method executes first.
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Identifier
is the name of a programming object, for example a class, method, or variable.
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Camel Casing
a style that increases readability by capitalizing the first letter of new words. The format is so named because identifiers appear to have 'Humps' in the middle.
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Upper Camel Casing or Pascal casing
class names typically use an initial uppercase letter
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Interactive Programs
Frequently ask a user to enter data by typing it from a keyboard or selecting options with a mouse
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Batch programs
which operate on large quantities of data without human intervention for each record, accept data from a storage device such as a disk.
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Variables
which are named memory locations with contents that can change.
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Numeric Constant
A specific numeric value is called a numeric constant because it does not change
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Variable Declaration
is a statement that provides a data type and an identifier for a variable
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Data type
classification that describes what values can be held by the item, how the item is stored in computer memory, what operations can be performed on the data item.
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Numeric variable
one that can hold digits and have mathematical operations performed on it
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Magic number
an unnamed constant
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Internal Documentation
describes explanations and clarifications that appear within the same document as the programs source code
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External documentation
Supporting documents outside the program
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Keywords
constitute the limited word set that is reserved in a language
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White space
describes any character that appears to be empty, such as a space or tab
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class header
starts a class; it contains the word class and an identifier
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Method header
starts a method, It contains an identifier followed by parentheses
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Garbage
describes the unknown values that reside in variables that have not been initialized.
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floating point
a number with decimal points
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Real number
floating-point numbers
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String Variable
can hold text that includes letters, digits, and special characters such as punctuation marks
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Type Casting
is the act of converting data from one type to another
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named constant
similar to a variable, except that its value cannot change after the first assignment.
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Overhead
describes the extra resources a task requires
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Assignment statement
assigns a value from the right of an assignment operator to the variable or constant on the left of the assignment operator
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Assignment Operator
is the equal sign; it is used to assign a value to the variable or constant on its left
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binary operator
is an operator that requires two operands-one on each side
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Operand
is a value that is manipulated by an operator
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lvalue
is the memory address identifier to the left of an assignment operator
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rvalue
is an operand to the right of an assignment operator
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Rules of precedence
dictate the order in which operations in the same statement are carried out
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Order of Operations
describes the rules of precedence
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Self-documenting
programs contain meaningful data, method, and class names that describe their purpose
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Data Dictionary
a list of every variable name used in a program, along with its type, size, and description
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Temporary variable(or work variable)
is a working variable that you use to hold intermediate results during a programs execution
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Prompt
is a message that is displayed on a monitor to ask the user for a response and perhaps explain how that response should be formatted
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Echoing input
is the act of repeating input back to a user either in a subsequent prompt or in ouput
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Structure
is a basic unit of programming logic
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Sequence structure
contains steps that execute in order with no option of branching to skip or repeat any of the tasks
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Selection structure
Contains a decision in which the logic can break in one of two paths
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Loop Structure
repeats instructions based on a decision
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