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This is a glossary of Java programming language terms.
A
- 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.
B
- Boolean
- A data type for yes or no, true or false values.
C
- 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.
D
- 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.
E
- 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.
F
H
I
- identifier
- A formal name used in source code to refer to a variable, function, procedure, package, etc.
- integer
- A data type for integer values.
- intercapped
- When the first letter of any concatenated words are given an upper-case letter names.
L
M
- 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.
O
- 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.
P
- 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.
R
- run time
- The time during which a program is executing, as oppose to the compile time.
S
- 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.
- string
- A data type for a sequence of characters such as letters of English alphabet.
- subclass
- In object-oriented programming, an object class derived from another class (its superclass) from which it inherits a base set of properties and methods.
- superclass
- A class that passes attributes and methods down the hierarchy to subclasses.
T
- type
- A tag attached to variables and values used in determining what values may be assigned to what variables.
V
- variable
- A named memory location in which a program can store intermediate results and from which it can read them.
See also