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Programming Concepts
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Concurrency
A property of systems in which several computations are executing simultaneously, and potentially interacting with each other.
Return Value
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.
Static Typing
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.
Conditional Statement
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.
Algorithm
A finite sequence of well-defined, computer-implementable instructions, typically to solve a class of specific problems or to perform a computation.
Exception Handling
The process of responding to the occurrence of exceptions – anomalous or exceptional conditions requiring special processing – during the execution of a program.
Interface
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.
Parameter
A special kind of variable, used in a subroutine to refer to one of the pieces of data provided as input to the subroutine.
Encapsulation
An OOP concept that binds together the data and functions that manipulate the data, and that keeps both safe from outside interference and misuse.
Data Abstraction
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.
Data Structure
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.
Framework
A platform for developing software applications. It provides a foundation on which software developers can build programs for a specific platform.
Compiler
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.
Function
A block of organized, reusable code that is used to perform a single, related action.
Array
A data structure consisting of a collection of elements (values or variables), each identified by at least one array index or key.
Variable
A storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a value.
Compile-time Error
Errors that occur while the program is being compiled, often syntax errors or other problems that prevent the compiler from generating executable code.
Runtime Error
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.
Big O Notation
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.
Class
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).
Syntax
The set of rules that defines the combinations of symbols that are considered to be correctly structured programs in a programming language.
Semantic Error
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.
Comment
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.
Boolean
A data type that has two possible values (usually denoted true and false), intended to represent the truth values of logic and Boolean algebra.
Pseudocode
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.
Object
In object-oriented programming, an instance of a class that consists of a collection of fields and related methods.
Interpreter
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.
Data Type
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.
Version Control
A system that records changes to a file or set of files over time so that you can recall specific versions later.
Multi-threading
A programming concept that allows a program to run multiple operations concurrently within the same process.
Recursion
The process in which a function calls itself directly or indirectly and the corresponding function is called a recursive function.
Polymorphism
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.
Garbage Collection
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.
Loop
A programming construct that repeats a group of commands.
Compilation
The process by which source code is translated into executable code.
Enumeration (Enum)
A user defined data type in programming languages that specifies set of predefined values.
Object-Oriented Programming (OOP)
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).
Inheritance
An OOP principle where new classes can inherit properties and methods from existing classes.
Source Code
Any collection of code, with or without comments, written using a human-readable programming language, usually as plain text.
Dynamic Typing
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.
Method
A function associated with an object in OOP, which is used to express a particular behavior of that object.
String
A sequence of characters, either as a literal constant or as some kind of variable, often used to represent text.
Debugging
The process of finding and resolving defects or problems within a computer program that prevent correct operation of computer software or a system.
Argument
An actual value that is passed to a procedure, function, or subroutine when it is called.
Iteration
The repetition of a block of statements in a computer program for a defined number of times or until a condition is met.
Runtime
The period of time when a program is running, in contrast to other program lifecycle phases such as compile time, link time, etc.
Library
A collection of non-volatile resources used by computer programs, often to develop software.
Integrated Development Environment (IDE)
A software application that provides comprehensive facilities to computer programmers for software development.
Syntax Error
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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