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Programming Concepts

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Concurrency

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A property of systems in which several computations are executing simultaneously, and potentially interacting with each other.

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Return Value

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A value that a function or method yields when it completes its task. It can also refer to the action of giving this value back to the caller.

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Static Typing

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A type of programming in which the data type of a variable is known at compile time instead of at run time, common in languages like C, C++, and Java.

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Conditional Statement

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A feature of a programming language, which performs different computations or actions depending on whether a programmer-specified boolean condition evaluates to true or false.

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Algorithm

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A finite sequence of well-defined, computer-implementable instructions, typically to solve a class of specific problems or to perform a computation.

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Exception Handling

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The process of responding to the occurrence of exceptions – anomalous or exceptional conditions requiring special processing – during the execution of a program.

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Interface

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In OOP, a means by which a user interacts with the operating system, applications or any other service. It is an abstract type that is used to specify a behavior that classes must implement.

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Parameter

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A special kind of variable, used in a subroutine to refer to one of the pieces of data provided as input to the subroutine.

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Encapsulation

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An OOP concept that binds together the data and functions that manipulate the data, and that keeps both safe from outside interference and misuse.

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Data Abstraction

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The process of simplifying complex reality by modeling classes appropriate to the problem, and working at the most relevant level of abstraction for a particular aspect of the problem.

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Data Structure

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A way of organizing data in a computer so that it can be used effectively, such as arrays, linked lists, stacks, queues, trees, and graphs.

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Framework

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A platform for developing software applications. It provides a foundation on which software developers can build programs for a specific platform.

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Compiler

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A special program that processes statements written in a particular programming language and turns them into machine language or 'code' that a computer's processor uses.

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Function

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A block of organized, reusable code that is used to perform a single, related action.

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Array

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A data structure consisting of a collection of elements (values or variables), each identified by at least one array index or key.

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Variable

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A storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a value.

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Compile-time Error

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Errors that occur while the program is being compiled, often syntax errors or other problems that prevent the compiler from generating executable code.

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Runtime Error

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An error that occurs during the execution of a program, often problems that arise due to illegal operations, memory mismanagement, or interactions with the operating system.

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Big O Notation

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A mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity, commonly used in computer science to describe the performance or complexity of an algorithm.

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Class

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A blueprint for creating objects (a particular data structure), providing initial values for state (member variables or attributes), and implementations of behavior (member functions or methods).

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Syntax

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The set of rules that defines the combinations of symbols that are considered to be correctly structured programs in a programming language.

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Semantic Error

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A type of error in which the syntax is correct but the code is not what the programmer intended it to be. The program runs but does not work correctly.

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Comment

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A statement written in the source code that is ignored by the compiler and is used to convey messages or explanations to other human readers of the code.

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Boolean

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A data type that has two possible values (usually denoted true and false), intended to represent the truth values of logic and Boolean algebra.

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Pseudocode

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An informal high-level description of the operating principle of a computer program or other algorithm, using the structural conventions of programming languages, but intended for human reading rather than machine reading.

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Object

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In object-oriented programming, an instance of a class that consists of a collection of fields and related methods.

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Interpreter

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A computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program.

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Data Type

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A classification identifying one of various types of data, such as real, integer or Boolean, that determines the possible values for that type; the operations that can be done on values of that type; or the way values of that type can be stored.

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Version Control

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A system that records changes to a file or set of files over time so that you can recall specific versions later.

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Multi-threading

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A programming concept that allows a program to run multiple operations concurrently within the same process.

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Recursion

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The process in which a function calls itself directly or indirectly and the corresponding function is called a recursive function.

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Polymorphism

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A programming concept that allows objects of different classes to be treated as objects of a common super class; it refers to the ability of different objects to respond to the same message (method call) in different ways.

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Garbage Collection

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A form of automatic memory management where the garbage collector attempts to reclaim garbage, or memory occupied by objects that are no longer in use by the program.

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Loop

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A programming construct that repeats a group of commands.

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Compilation

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The process by which source code is translated into executable code.

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Enumeration (Enum)

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A user defined data type in programming languages that specifies set of predefined values.

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Object-Oriented Programming (OOP)

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A programming paradigm based on the concept of 'objects', which can contain data and code: data in the form of fields (often known as attributes or properties), and code, in the form of procedures (often known as methods).

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Inheritance

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An OOP principle where new classes can inherit properties and methods from existing classes.

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Source Code

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Any collection of code, with or without comments, written using a human-readable programming language, usually as plain text.

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Dynamic Typing

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A type of computer programming in which the programming language does not require a variable to have a type explicitly declared; the type is determined at runtime.

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Method

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A function associated with an object in OOP, which is used to express a particular behavior of that object.

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String

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A sequence of characters, either as a literal constant or as some kind of variable, often used to represent text.

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Debugging

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The process of finding and resolving defects or problems within a computer program that prevent correct operation of computer software or a system.

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Argument

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An actual value that is passed to a procedure, function, or subroutine when it is called.

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Iteration

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The repetition of a block of statements in a computer program for a defined number of times or until a condition is met.

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Runtime

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The period of time when a program is running, in contrast to other program lifecycle phases such as compile time, link time, etc.

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Library

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A collection of non-volatile resources used by computer programs, often to develop software.

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Integrated Development Environment (IDE)

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A software application that provides comprehensive facilities to computer programmers for software development.

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Syntax Error

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An error in the syntax of a sequence of characters or tokens that is intended to be written in a particular programming language.

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