JOOPs Through Java

Reference

Glossary

Every important word from the course, explained in one simple sentence.

Program

Unit 1

A list of exact instructions the computer follows in order.

Compiler

Unit 1

A tool that turns your Java code into bytecode the JVM can run.

javac Main.java

JVM

Unit 1

Java Virtual Machine — the runtime engine that loads and executes Java bytecode.

JDK

Unit 1

Java Development Kit — development tools plus the runtime components needed to build and run Java applications.

JRE

Unit 1

Java Runtime Environment — the traditional name for a runtime-only bundle. Modern setups commonly use a JDK or an application-specific runtime instead of a separate JRE download.

Bytecode

Unit 1

The in-between code (.class file) produced by the compiler and run by the JVM.

Syntax

Unit 1

The grammar rules of Java — semicolons, braces, spelling of keywords.

Variable

Unit 2

A named box in memory that holds a value.

int age = 19;

Data type

Unit 2

What kind of value a variable can hold: int, double, char, boolean, String.

Operator

Unit 2

A symbol that does something to values, like + - * / %.

Condition

Unit 2

A question with a true/false answer that decides which code runs.

if (marks >= 40)

Loop

Unit 2

Code that repeats while a condition stays true.

for (int i = 0; i < 5; i++)

Array

Unit 2

A fixed-size list of values of the same type, numbered from 0.

int[] marks = {80, 75, 90};

Method

Unit 2

A named block of code you can call again and again.

int add(int a, int b)

Class

Unit 3

A blueprint that describes what an object knows (fields) and can do (methods).

Object

Unit 3

A real thing built from a class, living in memory.

Student s = new Student();

Field

Unit 3

A variable that belongs to an object, describing its data.

Constructor

Unit 3

A special class member, with the class name and no return type, that initializes a new object.

this

Unit 3

A keyword meaning 'the current object'. Used when a parameter and field share a name.

Encapsulation

Unit 3

Keeping data private and exposing safe public methods to use it.

Getter / Setter

Unit 3

Public methods that read or change a private field in a controlled way.

Inheritance

Unit 4

A child class reusing the fields and methods of a parent class.

class Dog extends Animal

super

Unit 4

A keyword to reach the parent class's constructor or method.

Overriding

Unit 4

A child class giving its own version of a parent method (same signature).

Overloading

Unit 4

Several methods with the same name but different parameter lists.

Polymorphism

Unit 4

One name, many behaviours — the right method is chosen for the actual object.

Abstraction

Unit 4

Showing only what something does, hiding how it does it.

Abstract class

Unit 4

A partly finished class that cannot be turned into an object by itself.

Interface

Unit 4

A contract of method names a class promises to implement.

class Report implements Printable

Exception

Unit 5

A problem that happens while the program runs, like dividing by zero.

try-catch

Unit 5

Code that attempts a risky action and handles the failure instead of crashing.

finally

Unit 5

A cleanup block that normally runs after try and catch, whether or not an exception occurred.

static

Unit 5

Belongs to the class itself, shared by all objects, not copied per object.

final

Unit 5

Cannot be changed: a constant value, a method that can't be overridden, or a class that can't be extended.

Package

Unit 5

A namespace that groups related Java types; its name usually matches the source folder structure.

package college.students;