ABSTRACT
A type of class where some or all of the methods are left undefined.
Lesson A20
ABSTRACT DATA TYPE
A data structure emphasizing properties, functionality, and use rather than implementation.
Lesson A15
ACCESS SPECIFIER
The keywords public, private, and protected, which determine how an identifier can be used.
Lesson A5
ADD
Places a new element on a queue.
Lesson AB31
ALGORITHM
A systematic method for solving a problem.
Lesson A8
API
Documents that give details on how to use a class.
Lesson A6
ARGUMENT
A value that appears in a call to a method.
Lesson A1
ARRAY
A data structure holding a fixed amount of data that can be referenced by an index.
Lesson A16
ArrayList
A data structure that can hold varying numbers of objects that can be referenced by an index.
Lesson A15
ASCII
A standard set of two byte codes which represent characters. It stands for American Standard Code for Information Interchange.
Lesson A3
ASSIGNMENT OPERATOR
The equal sign (=). It copies the value on the right to the variable on the left.
Lesson A3
ATTRIBUTES
Parts of a class that contain the current state of objects of that class. The member variables of a class.
Lesson A1
BACKTRACKING
Working backwards from a deadend in a recursive solution.
Lesson AB24
BASE CASE
When a recursive problem can be calculated without another recursive call.
Lesson A9
BASE CLASS
A class used to define a new class.
Lesson A11
BEHAVIORS
Parts of a class that define what objects of that class can do. The methods within a class.
Lesson A1
BIG O NOTATION
A method for measuring the efficiency of sorts and searches.
Lesson AB25
BINARY
A number base with only two digits.
Lesson A21
BINARY SEARCH
A search that has an order of O(log2N).
Lesson A19
BINARY TREE
A data structure where each node has zero, one, or two subnodes.
Lesson AB30
boolean
A primitive data type that represents either true or false.
Lesson A3
BOOLEAN ALGEBRA
A branch of math devoted to the study of Boolean values.
Lesson A14
BOOLEAN ASSERTIONS
An expression that results in a true or false answer.
Lesson A14
BOOLEAN IDENTIFIER
A variable name of type boolean.
Lesson A8
BOUNDARY
The limits of where a loop executes code.
Lesson A12
break
A keyword used to move to the end of a loop's execution.
Lesson A12
BUBBLE SORT
A quadratic sort using a nested loop and very simple comparisons.
Lesson A17
CAST
Converting one data type to another.
Lesson A15
catch
The statement that will execute in a try-catch if an appropriate exception occurs.
Lesson A13
char
A primitive data type that represents an ASCII character.
Lesson A3
charAt
The String method that returns a char in the String at a specified index.
Lesson A10
CHILD CLASS
A class based on another class.
Lesson A11
CHILD NODE
A node in a binary tree which is visually below another node.
Lesson AB30
CLASS
A list of specifications that define a certain type of object and can be used to create objects of that type.
Lesson A1
CLASS DIAGRAM
A visual representation of the relationships between classes.
Lesson A2
COLLISIONS
When multiple data members of a hash table fall into the same list.
Lesson AB32
COLUMN
Any vertical set of data in a 2D array.
Lesson AB23
COMMENTS
Text within source code that is ignored by the compiler and is used to make notes about the workings of the class.
Lesson A2
compareTo
A String method that compares a specified String to the current String.
Lesson A10
COMPILING
The process of converting Java code into byte code that can then be understood by the Java interpreter.
Lesson A1
COMPLETE TREE
A tree with no gaps on any level except for the bottom most level.
Lesson AB33
COMPOUND STATEMENT
Using multiple single line statements within one structure block.
Lesson A8
CONCATENATION
Adding two Strings together using the '+' operator.
Lesson A10
CONCRETE CLASS
A class where all the methods are fully defined.
Lesson A20
CONDITIONAL OPERATOR
An alternate way of coding an if-else statement using three operands.
Lesson A8
CONSTANT ORDER
Where the size of the data does not affect the number of steps in an algorithm.
Lesson AB25
CONSTRUCTOR
Methods of a class that define how objects of that class are created.
Lesson A1
CONTROL STRUCTURE
A way to control how many times sections of code are executed.
Lesson A8
CONVERSION
A piece of the formatting String that tells the Formatter class how to react to a message.
Lesson A7
CUBIC ORDER
Where the number of steps in the algorithm increases at a rate of N to the 3rd.
Lesson AB25
DE MORGAN’S LAWS
Rules to negate compound Boolean expressions.
Lesson A14
DECIMAL
A number base with ten digits.
Lesson A21
DECREMENT OPERATOR
The operator (--) that decreases the value of a numerical variable by one.
Lesson A3
DERIVED CLASS
A class based on another class.
Lesson A11
do-while
An exit check loop with one operand.
Lesson A12
double
A primitive data type that represents numbers with a decimal point. It can represent larger numbers and has more precision than float, but it takes up more memory.
Lesson A3
DOUBLY-LINKED LIST
A linked list where the data members have links to the elements on either side of themselves.
Lesson AB29
DRIVER CLASS
A specialized class whose only purpose is to instantiate the initial objects of a program and start the interactions within.
Lesson A2
EDGE
The connection between two nodes.
Lesson AB30
EDITOR
A software program that allows a programmer to type in code. Modern versions usually make it easy to format the code on the screen.
Lesson A1
ENCAPSULATION
The process of hiding data.
Lesson A4
ENTRY CHECK
A loop type that checks the condition before ever executing a statement.
Lesson A12
equals
A String method that compares the content of two Strings to see if they are equivalent.
Lesson A10
ERROR
A problem with a program that causes unwanted functionality.
Lesson A13
ESCAPE SEQUENCE
Special characters that are interpreted differently than they appear in code. These are generally used for carriage returns (\n), tabs (\t), and quotes (\") within string literals.
Lesson A3
EXCEPTION
A type of error that interrupts execution of the program during run-time.
Lesson A13
EXIT CHECK
A type of loop that checks the condition after executing its statements at least once.
Lesson A12
extends
Keyword indicating that the class will be based upon another.
Lesson A11
EXTERNAL POINTER
A reference from outside of a list used to track a location.
Lesson AB29
FINAL
An identifier with this keyword cannot change its value after it has been initialized.
Lesson A6
for each LOOP
A shorthand way to visit every element of a collection in order.
Lesson A15
FLAGS
Special characters that give special properties to values passed in to the Formatter class.
Lesson A7
float
A primitive data type that represents numbers with a decimal point. It cannot hold numbers as large or as precise as a double, but it takes up less memory.
Lesson A3
for
A type of loop typically used when the exact number of iterations is known in advance.
Lesson A12
GARBAGE
An object with no references to it.
Lesson A10
GARBAGE COLLECTION
A Java process that removes inaccessible objects from memory.
Lesson A10
GETTERS
Methods for obtaining the value of an object’s attributes.
Lesson A4
HASH CODE
A value derived from a data element used to determine where the element should be placed.
Lesson AB32
HASH TABLE
A data structure that uses hashing to organize a list.
Lesson AB32
HASHING
A method of storing data with an order of O(1) when dealing with searches and insertions.
Lesson AB32
HEAP
A complete binary tree where the value in each node does not exceed the value in any of that node’s subtrees.
Lesson AB33
HEAPSORT
A sorting algorithm using a heap.
Lesson AB33
HEXADECIMAL
A number base with sixteen digits.
Lesson A21
IDENTIFIER
A name given to a variable, method, or class.
Lesson A2
IF-ELSE
A two way selection structure.
Lesson A8
IMMUTABLE
An object that cannot be changed.
Lesson A10
implements
Keyword indicating that the class will use an interface.
Lesson A11
import
Keyword that allows a programmer to access pre-made classes and packages.
Lesson A2
INCREMENT OPERATOR
The operator (++) that increases the value of a numerical variable by one.
Lesson A3
INDEX
The location of a given piece of data in a list.
Lesson A16
INORDER
A traversal of a binary tree which traverses the left side, then visits the node, and then traverses the right side.
Lesson AB30
INSERTION SORT
A quadratic sort using a nested loop and that places data into the appropriate spot.
Lesson A17
INSTANCE
An object of a class.
Lesson A1
INSTANCE VARIABLE
An identifier whose scope is a whole object.
Lesson A5
int
A primitive data type that represents whole numbers.
Lesson A3
interface
A set of rules governing which attributes and behaviors a class must define.
Lesson A11
INTERNAL POINTER
References from within a list that refer to other nodes within the list.
Lesson AB29
ITERATION
A control structure where code is repeated until a certain condition is met.
Lesson A8
ITERATOR
An object associated with a list that helps with traverses.
Lesson AB27
JAVADOC
A tool which will create an API for a class or package.
Lesson A6
KEY
Unique elements in maps that are used as points of reference to other data.
Lesson AB28
LATE BINDING
When the actual method to call is not determined until run time.
Lesson A20
LEAF
A node with no children.
Lesson AB30
length
A String method that returns the length in characters of the String.
Lesson A10
LINEAR ORDER
Where the number of steps in the algorithm increases at the same rate as the increase in data members.
Lesson AB25
LINKED LIST
A data structure consisting of a series of connected nodes.
Lesson AB29
LIST
A data structure that holds multiple pieces of information.
Lesson A15
ListIterator
Allows traversal of a list starting from any position and allows both forward and backward movement.
Lesson AB27
LOG2 N ORDER
Where doubling the amount of data results in only one extra step in the algorithm.
Lesson AB25
LOGICAL OPERATOR
Operators that determine if certain conditions are true or false.
Lesson A8
LOOP INVARIANT
An assertion about a loop that is relevant to the purpose of the loop.
Lesson A12
main
A method that is the starting point for a program. Every Java program must have one to run, but most objects should not contain one.
Lesson A2
MAP
A data structure that establishes a correspondence between elements of two sets of objects.
Lesson AB28
MATRIX
Another name for a two dimensional data structure.
Lesson AB23
MERGE
Taking two lists and putting them together.
Lesson A18
MERGESORT
A sort that divides the list into two parts, sorts those parts, and then brings the sorted parts back together.
Lesson A18
MESSAGE
Information and instructions passed between objects.
Lesson A2
METHOD
Sections of code that perform some action defined by a class.
Lesson A1
METHOD OVERRIDING
When a child class overwrites a method inherited from a parent class.
Lesson A11
MODULUS OPERATOR
The operator (%) that returns the remainder of dividing the left expression by the right expression.
Lesson A3
N LOG2 N ORDER
An algorithm where a step must be resolved at least N times.
Lesson AB25
NESTED LOOP
When one or more loops are placed inside of another loop.
Lesson A12
new
Keyword used to create objects.
Lesson A2
next
A Scanner method that returns a String ending when the Scanner object reaches whitespace.
Lesson A10
nextLine
A Scanner method that returns a String ending when the Scanner object reaches a newline character.
Lesson A10
NODE
An element in a list that contains data as well as a pointer to at least one other node within the list.
Lesson AB29
null
An identifier that does not point to an object.
Lesson A10
NULL REFERENCE
A special empty value for a pointer.
Lesson AB29
OBJECT
The basic building block of OOP, defined by classes and then instantiated within a program to solve parts of a larger problem.
Lesson A1
OBJECT-ORIENTED PROGRAMMING (OOP)
A style of programming where a programmer takes a large problem and breaks it down into smaller pieces using objects.
Lesson A1
OCTAL
A number base with eight digits.
Lesson A21
ORDER OF ALGORITHM
A measure of the efficiency of an algorithm.
Lesson AB25
OVER-FLOW ERROR
When a value is placed into a data type without enough bits to handle the value's size.
Lesson A21
OVERLOADING
The process of creating multiple methods of the same name.
Lesson A5
PACKAGE
A collection of related classes.
Lesson A2
PARAMETER
The identifier used to handle a passed in value.
Lesson A4
PARENT CLASS
A class used to define a new class.
Lesson A11
PARENT NODE
A node on a binary tree that has one or two children.
Lesson AB30
POLYMORPHISM
When the behavior of a method is determined at run-time.
Lesson A20
POP
Removing the top element off a stack.
Lesson AB31
POSTORDER
A binary tree traversal that traverses the left side, the right side, and then finally visits the node.
Lesson AB30
PRECEDENCE
A set of rules that defines in what order operators are evaluated.
Lesson A3
PRECISION
A piece of the formatting String that tells the Formatter class the maximum number of characters to print out.
Lesson A7
PREORDER
A binary tree traversal that visits the node before traversing either side.
Lesson AB30
PRIMITIVE DATA TYPE
Basic items that are not objects.
Lesson A3
printf
A method of the System class that is capable of outputting formatted text.
Lesson A7
PRIORITY QUEUE
A queue where more important items are removed first, regardless of the FIFO structure.
Lesson AB33
PSEUDOCODE
A mixture of code and English that is used to study algorithms before actual coding is started.
Lesson A8
PUSH
Adding another element to the top of a stack.
Lesson AB31
QUADRATIC SORT
A general type of sort with a number of steps increasing with the square of the size.
Lesson A17
QUEUE
A data structure using a FIFO method of storage and retrieval.
Lesson AB31
QUICKSORT
A very efficient sort which recursively splits and slightly organizes the sublists.
Lesson AB26
RANDOM ACCESS
The ability to access a list at any given point.
Lesson A16
RECURSION
The process of a method calling itself in order to solve a problem.
Lesson A9
RELATIONAL OPERATOR
Operators which compare two values.
Lesson A8
REMOVE
Retrieves the first element in a queue.
Lesson AB31
RESERVED WORDS
Words in Java that have special meaning and therefore cannot be used as identifiers.
Lesson A3
RETURN
The keyword used to send a value back to a method's caller.
Lesson A4
ROOT NODE
The very top node of a binary tree. It has no parent nodes.
Lesson AB30
ROUND-OFF ERROR
An error which affects the precision of decimal numbers.
Lesson A21
ROW
Any horizontal set of data in a 2D array.
Lesson AB23
Scanner
A java.util class that is capable of reading input.
Lesson A7
SCOPE
The area where a variable can be used.
Lesson A4
SELECTION SORT
A quadratic sort using a nested loop that goes through the whole list, finds the smallest or biggest item, and swaps that item to the beginning or end.
Lesson A17
SENTINEL
A fake value used to identify when a loop should end.
Lesson A12
SEQUENTIAL SEARCH
A search that has an order of O(N).
Lesson A19
SET
A collection with no duplicate elements.
Lesson AB28
SETTERS
Methods for updating an object's attributes.
Lesson A4
SIGNATURE
The unique structure of a class or method name.
Lesson A4
SOURCE CODE
The text that a programmer types into the computer and that the Java compiler can convert into byte code.
Lesson A1
STACK
A data structure using a LIFO method of storage and retrieval.
Lesson AB31
STACK OVERFLOW ERROR
When Java runs out of room in its stack, typically because a recursive program never ended.
Lesson A9
STATE
The current value of a given variable.
Lesson A12
STATIC
Keyword that attaches an identifier to a class rather than to the objects created from that class.
Lesson A6
STEPWISE REFINEMENT
The process of breaking a problem down into progressively smaller pieces.
Lesson A8
STRING CLASS
A class that holds a group of characters.
Lesson A10
STRING LITERAL
Text enclosed by double quotes.
Lesson A3
STRUCTURED PROGRAMMING
A method of programming which follows rules about selection, sequence, and iteration control structures.
Lesson A8
STUB
A routine that can be called but is not complete.
Lesson A17
SUBCLASS
A class based on another class.
Lesson A11
substring
A String method that returns a designated portion of a String.
Lesson A10
SUBTREE
A tree created by taking one node within a tree and assuming that node is the root node of a new tree.
Lesson AB30
super
A reference by a child class to the parent class.
Lesson A11
SUPERCLASS
A class used to define a new class.
Lesson A11
SWAP
Switching two data members of a list with each other.
Lesson A17
System.in
The default input stream.
Lesson A7
System.out
The default output stream.
Lesson A7
toLowerCase
A String method that returns the String without any capital letters.
Lesson A10
TOP
The end of a stack where all data exchanges occur.
Lesson AB31
TOP DOWN DESIGN
Starting with a broad concept and breaking it down into smaller and smaller pieces.
Lesson A5
toString
A method that returns the String equivalent of any object.
Lesson A10
toUpperCase
A String method that returns the String without any lower case letters.
Lesson A10
TRAVERSAL
The process of looking at each cell of a list, usually in order.
Lesson A16
TREEMAP
A map implemented with a balanced binary search tree.
Lesson AB28
TREESET
A set implemented with a balanced binary search tree.
Lesson AB28
TREE TRAVERSAL
A system that visits every node in a tree depending on a certain order (inorder, preorder, postorder).
Lesson AB30
trim
A String method that returns the String with any leading or trailing whitespace removed.
Lesson A10
try
A keyword indicating an exception may occur in the following block of code.
Lesson A13
TYPE CONVERSION
A way of changing from one primitive data type to another.
Lesson A3
UML
Standards used when designing OO systems. It stands for Unified Modeling Language.
Lesson A2
UNDER-FLOW ERROR
When a value is placed into a data type that cannot handle numbers as small as the value.
Lesson A21
VISITING A NODE
Accessing the data of a particular node.
Lesson AB30
while
An entry check loop with only one operand.
Lesson A12
WIDTH
A piece of the formatting String that tells the Formatter class the minimum number of characters to output.
Lesson A7
WRAPPER
Classes used to represent primitive data types as objects.
Lesson A15 |