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Java Curriculum For AP™ Computer Science
 
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Java Curriculum - Vocabulary (Alphabetical)  

 

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

 

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