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36 Cards in this Set
- Front
- Back
In Java, every value has a (1)
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(1) Type
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You use (1) to store values that you want to use at a later time
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(1) Variables
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Identifiers for variables, methods, and classes are composed of (1), (2) and (3) letters.
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(1) Letters
(2) Digits (3) Underscore |
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By convention, variable names should start with a (1) letter
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(1) Lowercase
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Use the (1) operator (=) to change the value of a variable
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(1) Assignment
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All (1) must be initialized before you use them
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(1) Variables
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Syntax 2.1 VARIABLE DEFINITION
typeName Variable Name = value; or typeName variableName Purpose: To define a new variable of a particular (1) and optionally supply an initial (2) |
(1) Type
(2) Value |
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Syntax 2.2 ASSIGNMENT
variableName = value; Purpose: To assign a new (1) to a previously defined variable |
(1) Value
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(1) are entities in your program that you can manipulate by calling methods
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(1) Objects
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A method is a sequence of instructions that accesses the (1) of an (2)
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(1) Data
(2) Object |
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A class defines the (1) that you can apply to (2)
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(1) Methods
(2) Objects |
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The public interface of a class specifies what you can do with its (1). The (2) implementation describes how these actions are carried out.
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(1) Objects
(2) Hidden |
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A parameter is an input to a (1)
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(1) Method
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The implicit parameter of a method call is the (1) on which the (2) is invoked
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(1) Object
(2) Method |
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The (1) value of a method is a result that the method has computed for use by the (2) that called it
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(1) Return
(2) Code |
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A method name is overlooked if a (1) has more than one (2) with the same name (but different parameter (3))
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(1) Class
(2) Method (3) Types |
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A (1) type denotes floating-point numbers that can have fractional parts
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(1) double
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In Java, numbers are not (1) and number types are not (2).
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(1) Objects
(2) Classes |
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Numbers can be combined by arithmetic (1)
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Operations
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To construct new objects, use the new (1) followed by a (2) name and (3)
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(1) Operator
(2) Class (3) Parameters |
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Syntax 2.3 OBJECT CONSTRUCTION
new ClassName (parameters) Purpose: To construct a new object, initialize it with the (1) parameters, and return a (2) to the constructed object |
(1) Construction
(2) Reference |
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An (1) method does not change the state of its implicit parameters. A (2) method changes its state
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(1) Accessor
(2) Mutator |
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Implementing a test Program (Place in Correct Order)
1. Display the results of the method calls 2. Inside the main method, construct one or more objects 3. Provide a tester class 4. Display the values that you expect to get 5. Supply a main method 6. Apply methods to the objects |
1. Provide a tester class
2. Supply a main method 3. Inside the main method, construct one or more objects 4. Apply methods to the objects 5. Display the results of the method calls 6. Display the values that you expect to get |
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Syntax 2.4 IMPORTING A CLASS FROM A PACKAGE
import packageName.ClassName; Purpose: To import a (1) form a package for use in a program |
(1) Class
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The API (1'') documentation lists the (1) and the (2) of the Java library
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(1'') Application Programming interface
(1) Classes (2) Methods |
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An object (1) describes the location of an object
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(1) Reference
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(1) variables store numbers. (2) variables store references
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(1) Number
(2) Object |
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To show a frame, construct a (1) object, set it's size, and make it (2)
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(1) JFrame
(2) Visible |
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In order to display a drawing in a frame define a (1) that extends the (2) class
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(1) Class
(2) Jcomponent |
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Place drawing instructions inside the (1) method. That method is called whenever the component needs to be repainted
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(1) paintComponent
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The (1) class let you manipulate the graphics (2) -- such as the current color
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(1) Graphics
(2) State |
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The Graphics2D class has (1) to draw (2) objects
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(1) Methods
(2) Objects |
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Use a (1) to recover the Graphics2D (2) from the Graphics parameter of the (3) method
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(1) Cast
(2) Object (3) paintComponent |
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(1) and (2) are classes that describe graphical shapes
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(1) Ellipse2D.Double
(2) Line2D.Double |
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The (1) method draws a string, starting at it's base point
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(1) drawString
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When you set a color in the (1) context, it is used for subsequent drawing operations
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(1) Graphics
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