A | B |
program | a set of instructions that you write to tell a computer what to do |
Machine language | the most basic circuitry-level language |
high-level programming language | allows you to use a vocabulary of reasonable terms, e.g. "read", "write", etc. |
syntax | a languages set of rules |
compiler | a computer program that translates high-level language statements into machine code |
logic | involves executing the various statements and procedures in the correct order to produce the desired results |
semantic errors | logical errors that occur when you use a correct word in the wrong context |
debugging | the process of removing all syntax and logical errors from the program |
procedural program | created by writing a series of steps or operations to manipulate values |
variables | named computer memory locations that hold values that might vary |
identifier | the name of a program component such as a variable, class, or method |
camel casing | style of creating identifiers in which the first letter is not capitalized, but each new word is |
Pascal casing | style of creating identifiers in which the first letter of all new words in a variable name, even the first one , is capitalized |
procedures or methods | compartmentalized program units that accomplish tasks |
calls or invokes | summons a procedures |
object-oriented programming | a programming technique that features objects, classes, encapsulation, interfaces, polymorphism, and inheritance |
objects | program elements that are instances of a class |
command line | the line on which you type a command in a system that uses a text interface |
command prompt | a request for input that appears at the beginning of the command line |
attributes | represents an objects characteristics |
states | the values of an objects attributes |
properties | an objects values |
state of an object | the collective value of all of an objects attributes at any point in time |
class | a category of objects or a type of object |
instance | the object of a class |
encapsulation | the technique of packaging an object's attributes and methods into a cohesive unit that can be used as an undivided entity |
black box | a device you use without regard for the internal mechanisms |
interface | the interaction between a method and an object |
polymorphism | the ability to create methods that act appropriately depending on the context |
inheritance | the ability to extend a class so as to create a more specific class that contains all the attributes and methods of a more general class; the extended class usually contains new attributes or methods as well |
C# | developed as an object-oriented and component-oriented language; exists as part of Visual Studio 2005, a package used for developing applications for the Windows family of operating systems |
primitive data | simple data, such as a number |
literal string | a series of characters that is used exactly as entered |
argument or parameter | represents information that a method needs to perform its task; one is the expression used when you call a method; the other is an object or reference that is declared in a method definition -- where the method instructions are written |
WriteLine() method | displays a line of output on the screen positions the cursor on the next line, and waits for additional output |
Write() method | displays a line of output on the screen, but the cursor does not advance to a new line; it remains on the same line as the output |
namespace | a scheme that provides a way to group similar classes |
System namespace | is built into your C# compiler, holds commonly used classes |
method header | includes the method name and information about what will pass into and be returned from a method |
method body | is contained within a pair of curly braces and includes all the instructions executed by the method |
whitespace | any combination of spaces, tabs, and carriage returns (blank lines); used to organize your program code and make it easier to read |
keywords | predefined and reserved identifiers that have special meaning to the compiler |
access modifier | defines the circumstances under which a method or class can be accessed; "public" is the most liberal type of access |
public | an access modifier that indicates other classes may use the method |
private | an access modifier that indicates other classes may not use the method |
static | indicates that a method will be executed through a class and not by an object |
void | indicates that the method does not return any value when called |
verbatim identifier | has a @ prefix |
program comments | nonexecuting statements that you add to document a program |
comment out | the turning of a program statement into a comment so that the compiler will not execute its command |
line comments | start with two forward slashes (//) and continue to the end of he cureent line; can appear on a line by themselves, or at the end of a line following executable code |
block comments | start with a forward slash and an asterisk(/*) and end with an asterisk and a forward slash (*/); can appear on a line by themselves, on a line before executable code, or after executable code; can also extend across as many lines as needed |
XML-documentation format comments | use a special set of tags within angle brackets to create documentation from within a program |
using clause or using directive | used with a namespace |
alias | an alternative name for a class |
source code | the statements you write when you create a program |
intermediate language (IL) | language into which source code statements are compiled |
just in time (JIT) | a compiler which translates intermediate code into executable statements |
string | a data type that can hold a series of characters |