Lesson+4

Lesson 2 Lesson#3
 * control statements || A statement that alters the normal order of execution by transferring control to another part of a program unit or a subprogram ||
 * counter || a register whose contents go through a regular series of states (usually states indicating consecutive integers) ||
 * count-controlled loop || refers to the order in which the individual statements, instructions, or function calls of an imperative or a declarative program are executed or evaluated. ||
 * flowchart || a diagram of the sequence of operations in a computer program or an accounting system ||
 * infinite loop || a sequence of instructions in a computer program which loops endlessly, either due to the loop having no terminating condition, having one that can never be met, or one that causes the loop to start over. ||
 * task-controlled loop || A task-controlled loop will execute until some condition is satisfied or some task has been completed. ||
 * Java Virtual Machine (JVM) || A set of computer software programs and data structures that use a virtual machine model for the execution of other computer programs and scripts. ||
 * Byte Code || A term which has been used to denote various forms of instruction sets designed for efficient execution by a software interpreter as well as being suitable for further compilation into machine code. ||
 * source code || any collection of statements or declarations written in some human-readable computer programming language. ||
 * object code || an organised collection of named objects, and typically these objects are sequences of computer instructions in a machine code format, which may be directly executed by a computer's CPU. ||
 * Graphical User Interface (GUI) || a type of user interface which allows people to interact with programs in more ways than typing such as computers; hand-held devices such as MP3 Players, Portable Media Players or Gaming devices; household appliances and office equipment with images rather than text commands. ||
 * terminal I/O Interface || a window that opens and can execute operating system commands ||
 * Compilier || a compiler converts a high level programing language into binary or machine language ||
 * Interpreter (computing) || In computer science, an interpreter normally means a computer program that executes, i.e. performs, instructions written in a programming language. ||
 * syntax (programming language) || the grammatical rules and structural patterns governing the ordered use of appropriate words and symbols for issuing commands, writing code, etc., in a particular software application or programming language ||
 * applet || standalone application ||
 * syntax (programming language) || the syntax of a programming language is the set of rules that define the combinations of symbols that are considered to be correctly structured programs in that language. ||
 * syntax errors || an error of language resulting from code that does not conform to the syntax of the programming language ||
 * software bug || A software bug is the common term used to describe an error, flaw, mistake, failure, or fault in a computer program or system that produces an incorrect or unexpected result, or causes it to behave in unintended ways. ||
 * compile-time errors || is one detected by the compiler before the program is started and can be attributed to a specific source statement ||
 * run-time errors || An error that occurs during the execution of a program. ||
 * logic errors || a logic error (sometimes called a semantic error) is a bug in a program that causes it to operate incorrectly, but not to terminate abnormally ||
 * debug || The process of testing a program in order to find mistakes and eliminating them, before the program is made available to users. ||
 * object || a discrete item that provides a description of virtually anything known to a computer ||
 * variable || a variable is a facility for storing data. The current value of the variable is the data actually stored in the variable ||
 * data types || A data type (or datatype) in programming languages is a set of values and the operations on those values. ||
 * statement || a line of code written as part of a computer program ||
 * assignment statement || the assignment statement sets or re-sets the value stored in the storage location(s) denoted by a variable name ||
 * string || a sequence of symbols that are chosen from a set or alphabet.[c ||
 * literal || a literal is a notation for representing a fixed value in source code. ||
 * constant || a constant is a special kind of variable whose value cannot normally be altered during program execution. ||

__**Lesson 5**

accessor__-a method that is usually small, simple and provides the means for the state of an object to be accessed from other parts of a program

__actual parameter__-the value actually passed to a function or procedure in a programming language

__behavior__-manner of behaving or acting.

__constructor-__to instantiate an object

__encapsulation__-the technique of keeping together data structures and the methods (procedures) which act on them

__formal parameter-__ temporary data

__helper method__-a method that helps another method to perform it's task.

__identity-__the unique name of a person, device, or the combination of both that is recognized by a system.

__instantiation-__ producing a particular object from its class template.

__mutator__- a method used to control changes to a variable.

__scope__- is the region of a program source within which it represents a certain thing

__state__-its configuration, attributes, condition, or information content

__visibility modifier-__Access to class instance variables and class methods

__**Lesson 6**

arithmetic overflow-__the condition that occurs when a calculation produces a result that is greater in magnitude than that which a given register or storage location can store or represent.

__boundary condition__- a set of additional restraints that limits the possible solutions to a differential equation.

__logical operator-__any of the Boolean symbols or functions, as AND, OR, and NOT, denoting a Boolean operation; Boolean operator.

__nested if statement-__ an if statement within an if statement

__nested loop-__ is a loop within a loop

__robust code__- a well designed code that never segfaults

__truth table__- a table that gives the truth-values of a compound sentence formed from component sentences by means of logical connectives, as AND, NOT, or OR, for every possible combination of truth-values of the component sentences.

GUI-**GUI** (a user interface based on graphics (icons and pictures and menus) instead of text; uses a mouse as well as a keyboard as an input device) message box-In graphical user interfaces, a **dialog** (or **dialogue**) **box** is a special window, used in user interfaces to display information to the user, or to get a response if needed. label object- An item within a **Labels** collection that describes a specific chart axis label. double field object- Returns the value of a double field object or of another primitive type that can be converted to double. button object- The JavaScript **Button object** is a property of the form object array-an arrangement of items at equally spaced addresses in computer memory element- In computer science, an array data structure or simply array is a data structure consisting of a collection of elements (values or variables), each identified by one or more integer indices, stored so that the address of each element can be computed from its index tuple by a simple mathematical formula. subscript/index-A number in parentheses that identifies one element of an array Out of Bounds Exception- when the number being tested is beyond the number in the index initializer list-As part of the specification of a class ¤ constructor ¤, a list of explicit constructor ¤ calls for the class ¤ 's parents and data data buffer-In computing, a buffer is a region of memory used to temporarily hold data while it is being moved from one place to another. exception-driven loop- A loop that uses statements such as "if" and for. flushing- To clear a buffer of its contents. input stream- In computing, the term stream is used in a number of ways, in all cases referring to a sequence of data elements made available over time output stream-Messages and other output data that an operating system or a processing program displays on output devices. random access-In computer science, random access (sometimes called direct access) is the ability to access an arbitrary element of a sequence in equal time sequential access-a method of access in which all prior records or locations must be traversed before reaching the desired location or record. text file- a computer file that contains text (and possibly formatting instructions) using seven-bit ASCII characters
 * Lesson 7**
 * Lesson 8**
 * Lesson 9**