Byron's CSC212 Web Site

CS1 at Oswego

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Byron's CSC212 Web Site  
 
 
 
Glossary of Terms ( Cognitive and Computational )

Alphabetical Listing of Definitions
 

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:

  1. All variables referenced in a method are declared local to the method.
  2. 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:

  1. 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.
  2. All methods defined in the class are commands.

Definition   GOAL DIRECTED PLANNING is the problem solving strategy of first identifying a goal.

  1. Identify a goal.
  2. Determining the information needed to achieve the goal.
  3. Establish as subgoals the problems of securing the information needed to achieve the goal.
  4. ``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:

  1. The first program in the sequence performs an essentially trivial task,  but one which is fundamental to completion of the ultimate task.
  2. The last program in the sequence performs the task of ultimate interest.
  3. 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 ...

  1. All literals replaced (Constants) by their type in angular brackets.
  2. 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.