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Programming Chapter 2 Vocabulary

AB
Object-Oriented ProgrammingProgramming where you group data and methods into "classes". This makes it easier to write programs, since we can work with one piece (that is, class) at a time.
Methodbelong to a certain class, and they work mainly with the data belonging to that class.
Classa collection of objects of similar type.
SubclassIn object-oriented programming, a subclass is a class that inherits some properties from its superclass.
PackagesA special method of distributing and installing software (or software upgrades) to a computer.
Integrated Development Environment IDEprograms include a source code editor, compiler, and usually a debugger that all work together when building a software program.
AppletsThis a Java program that can be embedded in a Web page. The difference between a standard Java application and a Java applet is that an applet can't access system resources on the local computer.
Java Virtual Machine. An abstract computing machine, or virtual machine, a platform-independent execution environment that converts Java bytecode into machine language and executes it.
InterpreterA program that executes instructions written in a high-level language. There are two ways to run programs written in a high-level language. The most common is to compile the program; the other method is to pass the program through an interpreter.
Objectthe basic run-time entities in an object-oriented system
CompilerThe process of translating the source code to a format that the computer can execute. This format can be machine code, which is directly executable by the computer. It can also be an intermediate format, which has to be interpreted by another program.
Linkera program that combines object modules to form an executable program. Many programming languages allow you to write different pieces of code, called modules, separately. This simplifies the programming task because you can break a large program into small, more manageable pieces. Eventually, though, you need to put all the modules together. This is the job of the linker.
Executable ProgramA file in a format that the computer can directly execute. Unlike source files, executable files cannot be read by humans. To transform a source file into an executable file you need to pass it through a compiler or assembler.
Source Codeis the program itself, as written by the programmer. The source code is usually stored in one or more text files.
AssemblerA program that translates programs from assembly language to machine language.
Inheritancethe process by which objects can acquire the properties of objects of other class.
Graphical User Interface GUIStands for "Graphical User Interface," and is pronounced "gooey." It refers to the graphical interface of a computer that allows users to click and drag objects with a mouse instead of entering text at a command line.
High Level Programming LanguageA programming language such as C, FORTRAN, or Pascal that enables a programmer to write programs that are more or less independent of a particular type of computer. Such languages are considered high-level because they are closer to human languages and further from machine languages. In contrast, assembly languages are considered low-level because they are very close to machine languages.
BytecodesInstructions that are pretty close to machine language
Machine LanguageThe lowest-level programming language (except for computers that utilize programmable microcode) Machine languages are the only languages understood by computers. While easily understood by computers, machine languages are almost impossible for humans to use because they consist entirely of numbers.
SyntaxThe grammar for the language, i. e. the rules for how the source code is written. The syntax only describes how the language looks, not what it actually does.
ArgumentWhen we call a method we send values to it. The values that are sent to the method are called "arguments", or "actual arguments". In the example with the call to plus above, the arguments are 3 and 5.
Data TypesValues and variables have data types. The value 5 has the data type integer (spelled int in Pike), and 5.14 has the type real number (which is spelled float in Pike). You can only put values in a variable if the types of the value and the variable are compatible.
ConstantA constant is in a way the opposite of a variable, but also similar. A constant is like a variable, in the sense that it is a sort of box that can be used to store a value, and that it has a name. But once you have defined it, it can not be changed. Constants are often used to give names to certain values in order to make a program easier to understand: minimum_income_tax somewhere in a program is easier to understand than just 20000. Sometimes the term constant is used to include literals too.
Variableis a sort of box that can be used to store a value. The variable usually has a name and also a type. The type determines which values you can put in the variable.


Technology Teacher
Blue Hills Regional Vocational High School

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