| A | B |
| java | a computer programming language |
| program | a set of instructions that tells a computer what to do |
| programming language | a set of words, symbols, and codes used to create instructions a computer can understand or recognize |
| high-level languages | use commands and words instead of cryptic numeric codes or memory location addresses to process data into information |
| syntax | the particular set of grammar or rules that specify how the instructions are to be written in a program |
| applets | mini-programs that can be downloaded and executed as part of a displayed Web page |
| JavaScript | a scripting tool created by Netscape and Sun to insert code statements directly into the HTML of a web page, adding functionality and improving the appearance of the Web pages |
| HTML | hypertext markup language |
| parsimonious | a language has a compact set of commands without numerous versions or adaptations of the same command |
| robust | a language that supports the development of programs that do not accidentally overwrite memory and corrupt data making them suitable for network and distributed applications |
| strongly typed language | its compiler provides extensive compile-time checking for potential problems with data types |
| secure | its programs are easy to protect from viruses and tampering |
| portability | when a computer program can be used in an operating system other than the one in which it was created without requiring major rework |
| platform-independent | architecturally neutral, you can use any operating system to write Java code |
| compiler | Java source code into computer-readable object code called bytecode |
| bytecode | computer-readable object code |
| interpreter | allows a computer to execute Java bytecode |
| Java Virtual Machine (JVM) | – the Java interpreter and JDK (Java Development Kit) runtime system |
| run-time system | includes all the files and packages necessary to run Java programs |
| stand-alone programs | can run independent of any other software |
| console mode | when programs run from the command line of the operating system |
| applications | programs that tell a computer how to accept instructions from the end user and how to produce information in response to those instructions |
| methodology | an organized plan that breaks the programming process into a series of tasks |
| program development life cycle (PDLC) | 1) analyze the problem, 2) design the program, 3) code the program, 4) test the program, 5) formalize the solution, and 6) maintain the program |
| hierarchy chart (top-down chart or HIPO chart | supports the modularity of taking the original set of program specifications and breaking it down into smaller, more manageable components, each of which are easier to solve than the original |
| algorithm | a clear and unambiguous specification of the steps needed to solve a problem; must be correct and efficient |
| correct | using logical constructs and valid data in an organized way so that the steps will be carried out correctly and the program will make suitable responses to invalid data or feedback on data that does not match certain criteria |
| efficient | – the program’s ability to deliver a result in a time short enough to be useful and in a space small enough to fit the environment |
| pseudocode | expresses computer actions using keywords, and depicts logical groupings or structures using indentation |
| flowchart | a design tool used to graphically represent the logic in a solution algorithm |
| storyboard | a hand drawn sketch of how the screen will look and where the controls or objects will be placed on the screen |
| procedures | progression of logical actions that you which the program to perform |
| control structure | a standard progression of logical steps to control the sequence of statement execution |
| single-entry, single-exit | logic flows into a structure at only one point and out at only one point |
| sequence control structure | series of instructions is performed one after another |
| selection control structure | tells the program which action to take based on a certain condition |
| case control structure | a special kind of selection control structure that allows for more than two choices when the condition is evaluated |
| repetition control structure | a logical way to write code that instructs the computer to perform a set of actions over and over again |
| looping or iteration | repetition control structure |
| Do…While loop | evaluates a condition and then repeats as long as a condition is true |
| Do…Until loop | evaluates the condition at the end of the loop |
| nested | control structures that are completely contained within other control structures |
| object-oriented | packages the data and procedures together using elements called objects |
| OOAD | Object-Oriented Analysis and Design |
| OOP | Object-Oriented Programming |
| Simula | the first language to use objects |
| object (N) | anything real or abstract about which you store both data and operations that manipulate the data |
| class (N) | an object of a set of objects that share a common structure and a common behavior |
| subclass (N) | lower level of a class |
| generalization hierarchy (N) | an object-oriented design tool used to show the relationships among classes of objects |
| data abstraction (N) | – the process of creating a new high-level data structures based on a defined object, through a set of interface operations instead of by directly manipulating the object |
| instance (N) | a unique object or a specific occurrence of a class of objects |
| black box (N) | a box that you cannot see inside |
| operation or service (V) | an activity that reads or manipulates the data of an object |
| method (V) | the code used to perform the operation or service |
| trigger (V) | causes the message to be sent |
| event (V) | the entire process of a trigger sending a message that causes an operation to occur |
| event diagrams | visually plan for the programming of events showing relationships among events and operations |
| event-driven | nothing happens unless a trigger sends a message to cause an event to occur |
| attributes (A) | identifying characteristics of individual objects such as name, size and color |
| object structure diagram | provides a visual representation of an object, its attributes and its methods |
| encapsulation | – the capability of an object to have data (properties) and functionality (methods) available to the user, without the user having to understand the implementation within the object |
| information hiding (transparent) | the ability to see through something (implementation and programming details) that appears not to exist when in fact it really does |
| inheritance ( subclassing) | a programmer can use a class, along with its functions and data, to create a descendent class or subclass |
| polymorphism | allows an instruction to be given to an object using a generalized, rather than a specifically detailed, command |
| rapid application development (RAD) | the use of pre-built objects to make program development much faster |
| prototype | scaled-down working model of a desired application |
| class providers | focuses on creating classes and objects |
| class users | assemble applications using OOP methods and tools |
| end user | uses the Java program |