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Glossary

Abstract Class

A class that cannot be directly constructed, one that can be constructed only through construction of some of its subclasses.


Argument

A value, or reference to a value, passed to a function; an actual argument.


Array

An ordered sequence of same-typed values whose elements are fast to access by their numerical index in the array.


Boolean

A data type for yes or no, true or false values.


Class

A set of objects having the same behavior (but typically differing in state), or a template defining such a set.


Compiler

A computer program which transforms source code into object code.


Constant

An identifier that is bound to an invariant value.


Constructor

A class method (in object-oriented programming) that creates and initializes each instance of an object.


Data Type

A classification or category of various types of data, that states the possible values that can be taken, how they are stored, and what range of operations are allowed on them.


Destructor

In object-oriented programming, the command sequence that is launched when the execution of an object is finished.


Enumeration

A data type whole values are a set of mutually exclusive named constants.


Exception

An interruption in normal processing, especially as caused by an error condition.


Identifier

A formal name used in source code to refer to a variable, function, procedure, package, etc.


Integer

A data type for integer values.


Intercaped

When the first letter of any concatenated words are given an upper-case letter names.


Machine Code

System of instructions and data directly understandable by a computer's central processing unit.


Method

In object-oriented languages, a subroutine or function belonging to a class or object.


Obscurification

Usually used in Java to describe the act of hiding source code in plain sight.


Object Code

The output of a compiler or assembler, not necessarily executable directly without linking to other modules.


Object-Oriented

Using entities called objects that can process data and exchange messages with other objects.


Paradigm

A fundamental style of computer programming to which the design of a programming language typically has to cater, such as imperative programming, declarative programming, or, on a finer level, functional programming, logic programming or object-oriented programming.


Parameter

A name in a function or subroutine definition that is replaced by, or bound to, the corresponding actual argument when the function or subroutine is called.


Program

A software application, or a collection of software applications, designed to perform a specific task.


Run Time

The time during which a program is executing, as oppose to the compile time.


Source Code

Human-readable instructions in a programming language, to be transformed into machine instructions by a compiler, interpreter, assembler or other such system..


Stack

The portion of the computer memory used to keep track of called procedures or call instructions.


Constant

An identifier that is bound to an invariant value.


String

A data type for a sequence of characters such as letters of English alphabet.


Sub Class

In object-oriented programming, an object class derived from another class (its superclass) from which it inherits a base set of properties and methods.


Super Class

A class that passes attributes and methods down the hierarchy to subclasses.


Type

A tag attached to variables and values used in determining what values may be assigned to what variables.


Variable

A named memory location in which a program can store intermediate results and from which it can read them.