Computer Science
Vocabulary for the IB Computer Science class.
Terms
undefined, object
copy deck
- Syntax
- Errors caught while compiling - caused by misspellings and wrong punctuation.
- Control Statement
- Allows a program to proceed in a non-sequential matter. Ex: if/else, switch, while.
- Source
- Code is created by a programmer in an integrated development environment (BlueJ).
- Declaration
- Announcement of variable or object - includes data type and identifier.
- Buffer
- Temporary storage location of limited size. holds data waiting to be used.
- Node
- Computer or peripheral (printer) connected to a network. Also element of a tree.
- Logic
- Error caused by incorrect sequence or choice of condition.
- Character
- Data type used for letters, digits 0...9, and punctuation symbols.
- Functional
- Testing of selection constructs like switch and if/else.
- Sequential
- Unordered search method - each element is inspected until required item is found.
- Floating Point
- Data type used for any signed or unsigned number with a decimal - double.
- Branching
- Selection based on a given condition with two outcomes, true or false.
- Static
- Variable or method that can be called without instantiating the class.
- Method
- Seqence of instructions an object follows to perform a task. Behavior - Verb.
- Underflow
- When a number is close to its lower limit is divided by a number greater than 1.
- Field
- Variable declared in Class body and outside all Class methods - assigned Default.
- Applet
- Graphical Java program that runs in a web browser or viewer.
- Nesting
- Placing one control statements inside another.
- Client
- Makes requests for service on a network - printing, get files, communication.
- Efficiency
- The time and RAM needed to execute an algorithm.
- Algorithm
- Finite set of well-defined instructions for accomplishing a task - a Recipe.
- Operators
- Symbols that stand for basic functions (+, -, /, *, %).
- Portable
- Code capable of running on different operating systems - Java Bytecode.
- Sequence
- Action in an algorithm flow from one step to the next.
- Parameter
- Variable name that is replaced by an actual value or memory location.
- Encapsulation
- The term private is used to protect (hide) data or methods which prevents access.
- Signature
- The access, return type, function name, and parameters of a method.
- Class
- Template used to create objects which shows features and how they behave.
- Tree
- Series of nodes with left (<) and right (>) pointers. Node have max of 2 sub-nodes.
- Hertz
- Speed of a computer's internal clock - measure of CPU speed in cycles per second.
- Exceptions
- Information about a problem during compiling or execution.
- Validation
- Check data for completeness and accuracy by range, type, and/or format.
- Bus
- Set of parallel wires that allow bits to be transmitted over one of the wires.
- Inheritance
- One class assumes the method of another superclass or parent.
- Normal
- Data that lies within the expected range - includes data at the outer limits.
- Weighted
- Check value created by multiplying each digit and then summing the products.
- Real-time
- immediate processing of data without the intervention of humans - sensors.
- Data
- Testing that involves valid and invalid input - range checks.
- Compiler
- Converts high-level language (C++) to low level machine language (1's and 0's)
- Mutator
- Method that alters the attributes of an object. Usually prefixed with 'set'.
- Formatted
- Numerical and textual values properly aligned in an output display.
- Pass-by-value
- Parameters are assigned arguments.
- Concatenation
- Joining two o more strings or characters together to form one string.
- Constructor
- Special method creates an instance of a class executed with "new" command.
- Behaviors
- Verbs that denote the actions of an object or what it does - methods.
- Shadow
- Parameter and Class field have the same identifier - use myName or better this.name.
- Trace
- Recording expected outcomes (values) of each variable at each step of execution.
- Local
- Variable declared and used only within a method {block} or construct - No default.
- Scope
- Portion of program in which variable can be used. Local vs. Field (global).
- Overflow
- When a calculation is made that exceeds the upper limit (largest value).
- On-line
- Interactive processing of data. The system must have access to stored files.
- Boolean
- Data type used to represent a single true or false value.
- Server
- Responds to request of service on a network - prints, sends files, internet connect.
- Garbage Collector
- Removes stored data from memory at the end of a program's life - Housekeeping.
- Batch
- Processing of data with a delay in data collection and actual data entry.
- Argument
- Value we pass to an object via a parameter.
- Return-type
- Data type method will send back to user. Ex: int, double, boolean. If none, then void.
- Pass-by-reference
- Parameters are assigned a memory location or address.
- Queue
- Data structure that accesses data in a First In - First Out method - ticket line.
- Integer
- Data type used for any positive or negative number without a decimal point.
- Condition
- Logical expression determined to be true or false - if true execution continues.
- Overloading
- Using the same method name but different type and number of parameters.
- Casting
- Changing of data type. Ex: int value into a double. Referred to as type conversion.
- Increment
- Increases or decreases for a loop counter. Ex: i++, i--, i+=2, or i=2i+1.
- Reference
- Handle that points to the memory location - address of an object.
- Message
- Instruction sent to a class or an object to perform a task.
- Primitive
- Data types - byte, short, int, long, float, double, char and Boolean.
- Stack
- Data structure that access data in a Last In First Out method - pile of plates.
- Identifier
- Name used to describe classes, methods, variables. Starts with a letter - no spaces.
- Accessor
- Extracts information from an object without changing it. Usually prefixed with 'get'.
- Precedence
- Rules that govern the order in which an expression is solved.
- Modularity
- Problem broken down into smaller components.
- Array
- Type of object used to store groups of similar elements.
- Address
- Reference to a value or object's memory location.
- Object
- Set of related variabes and methods that model abstractions of the real-world.
- Loop
- used to execute a block of code repeatedly without writing it multiple times.
- Whitespace
- Spaces, tabs, newline, etc. Removed by compression algorithms.
- Attributes
- Nouns that describe an object like colors, size, name, and position.
- Modifiers
- Create levels of access - public, private, static, final, and abstract.
- Block
- Set of declarations and statements between a set of curly brackets { }.
- Comments
- used to give helpful information about a code but ignored by a computer.
- Abnormal
- Data that is totally unexpected. Ex: A string "three" instead of an integer like 3.
- Instance
- An imprint of an object having its own individual properties - field assignments.
- Assignment
- Storing the right-hand value of a statement in the variable on the left side of =.
- Verification
- Check data for errors by proofreading or double entry.
- Prototype
- Semi-functional system used to understand how the real one will work.
- Tokenize
- Method that returns the next word from current line of text.
- Asynchronous
- Data transmitted in small amounts at any time.
- Encryption
- Process of changing data so that it can't be read without a decoding key.
- Runtime
- Errors caused by a compiled program - ÷ by 0, missing file, underflow/overflow.
- Final
- Declaration of constant variables Pi=3.14 that should not be changed.
- String
- Sequence of characters enclosed in quotation marks.
- Synchronous
- Data transmitted in larger blocks in a timed manner.
- Interpreter
- Program that reads and executes one line at a time. Ex: Java Virtual Machine.
- Extreme
- Data that lies outside the expected limits.
- Recursion
- Repetitive behavior which involves a method calling itself.
- Initialization
- Sets a variable to a value accomplished with an assignment operator (=) sign.
- Machine
- Code created by the compiler or interpreter.
- Binary
- ordered search method - list is halved until required item is found.
- Dot
- Notation used to externally invoke methods. It is not necessary for internal calls.