Definition
An APPLICATION is a Java class containing a public static method called ``main''.
Definition
An APPLICATION ARCHITECTURE is a set of conventions regarding the components of an application and the communication among these components.
Definition
An ARRAY is an object which contains some number of objects of the ``same'' type, each of which may be refined.
Definition
The BASIC APPLICATION ARCHITECTURE is the application architecture in which the application class contains precisely one thing, the ``main'' method.
Definition
A BINDING is the association from a name to an object (value).
Definition
A CLASS is a set of objects grouped together as a result of classification.
Definition
CLASSIFICATION is the process of grouping objects having like properties (structural and behaviorial) into sets.
Definition
A COMMAND is a program that performs an action.
Definition
A COMPUTER is a general purpose machine which can be made to act like a special purpose machine by means of a program.
Definition
A COUNTER CONTROL LOOP is a repetition construct which is characterized by ``Apriori'' knowledge of how many times the instruction block is to be run.
Definition
A DATA CONTROL LOOP is a repetition construct which is governed by ``metadata'' accompanying the data being processed.
Definition
A DYNAMIC OBJECT is sometimes refers to an instance of a class.
Definition
An ENVIRONMENT is a set of bindings.
Definition
The FUNCTIONAL APPLICATION ARCHITECTURE is the application architecture in which:
- All variables referenced in a method are declared local to the method.
- All methods defined in the class with the notable exception of ``main'' are operators.
Definition
The GLOBAL PROCEDURAL APPLICATION ARCHITECTURE is the application architecture in which:
- All values which appear anywhere within the class are declared local to the class, and hence are global to all of the methods of the class.
- All methods defined in the class are commands.
Definition
GOAL DIRECTED PLANNING is the problem solving strategy of first identifying a goal.
- Identify a goal.
- Determining the information needed to achieve the goal.
- Establish as subgoals the problems of securing the information needed to achieve the goal.
- ``Recursively'' applying this same method to the problems establ; ished as subgoals.
Definition
IMAGINATIVE CONSTRUCTION is the problem solving strategy of identifying a key (essential) object, not readily appearant in the problem description, whose creation and manipulation renders the problem solution ``simpler''.
Definition
The IMPERATIVE PROGRAMMING is a style of programming which features commands.
Definition
INCREMENTAL PROGRAMMING is a programming methodology wherein one developes a program by writing a sequence of programs with the following properties:
- The first program in the sequence performs an essentially trivial task, but one which is fundamental to completion of the ultimate task.
- The last program in the sequence performs the task of ultimate interest.
- Each successor program performs a task only marginally more elaborate than its predicessor.
Definition
An INSTANCE OF A CLASS refers to an individual element of a class.
Definition
ITERATION is the act of repeating a construct, or a slight variation on a construct, again and again in some controlled fashion.
Definition
A JAVA APPLICATION TEMPLATE is text which is a Java program except for ``slots'' which must be filled.
Definition
A MESSAGE SEND is a construct of the form < object >. < message > which tells the computer to ``send the message to the object (which knows how to process it)''.
Definition
An OBJECT in the abstract, is a collection of ``parts'', ``behaviors'', and ``relations''.
Definition
An OBJECT for practical programming purposes, is either a class or an instance of a class.
Definition
OBJECT ORIENTED PROGRAMMING is a style of programming which features the modeling of objects in a hierarchical fashion and the sending of messages to appropriately behaving objects.
Definition
The OBJECTIVE APPLICATION ARCHITECTURE is the application architecture in which the ``perfect'' object for solving the program at hand is created from a specially tailored class.
Definition
An OPERATOR is a program that returns a value.
Definition
PROBLEM DECOMPOSITION is the problem solving strategy of decomposing a problem into a set of sub-problems solving each of the sub-problems and then composing a solution to the original problem from the solution to the sub-problems.
Definition
A PROGRAM is a sequence of instructions which performs some action or computes some value.
Definition
A STATIC OBJECT sometimes refers to a class.
Definition
The SUPERFICIAL SIGNATURE of a Java program fragment is the fragment
with ...
- All literals replaced (Constants) by their type in angular brackets.
- All objects referenced by variables replaced by the type of the object in angular brackets.
Definition
A VARIABLE is a name (identifier) which represents some concept and which may denote a value.
Definition
A VARIABLE DECLARATION is the introduction of a variable in a program which specifies the type of value the variable can denote.
Definition
A WHILE STATEMENT is a repetition construct in which the thing being repeated is repeated while some condition is true.