Applet
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A program that runs on a web page.
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applet viewer
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A tool included in the JDK that's supported in NetBeans, which will test applets.
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Application
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A program that runs locally, on your own computer.
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Argument
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Extra information sent to a program.
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Argument Storage
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An Array.
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Array
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A group of related variables that share the same type and are being arranged.
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Attribute
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The information that describe the object and show how it is different than other objects.
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Attributes and Behaviors
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An object contains these two things.
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Autoboxing
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Casts a simple variable value to the corresponding class.
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Behavior
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What an object does.
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Boolean Values
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Type of variable that cannot be used in any Casting.
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Casting
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Converting information from one form to another.
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char
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Any character. Surrounded by single quotation marks.
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Class
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A master copy of the object that determines the attributes and behavior an object should have.
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Class Statement
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The way you give your computer program a name.
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Comma
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Used to separate things within a section.
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Concatenating
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Joining one string to another string. Also known as pasting.
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Constants
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Variables that do not change in value; typed in all-caps.
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Destination
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The converted version of the source in a new form.
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Differences in String
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S is Capitalized. Type of Object.
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Do While Execution
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This loop will always execute at least once, even if the conditions are not met.
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Do While Loop
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Tests the condition at the end of each repetition of a section of a program.
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Double "
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Quotation type used for string values.
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Element
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An item in an Array.
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Engaging in OOP
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Breaking down computer programs in the same way a pie chart is broken down.
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For Loop
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Repeats a section of a program a fixed amount of times.
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Inheritance
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Enables one object to inherit behavior and attributes from another object.
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Iteration
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A single trip through a loop.
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Iterator
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The counter variable used to control a loop.
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Loop
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This causes a computer program to return to the same place more than once.
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main()
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Block statement in which all of the program's work gets done.
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Method
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A group of Attributes and Behaviors.
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Method
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A way to accomplish a task in a Java program.
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Methods
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Part of an Object's behavior.
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Multi-thread
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A way for the computer to do more than one thing at the same time.
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Object
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A way of organizing a program so that it has everything it needs to accomplish a task.
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Objects
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Programs that you create. These can be thought of as physical items that exist in the real world.
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OOP Program
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A group of objects that work together to get something done.
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Platform Independent
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A program that does not have to be written for a specific operating system.
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Programs
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A class that can be used as a template for the creation of new objects.
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Public int
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Makes it possible to modify the variable from another program that is using the object.
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Reason Brackets are missing
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Not required for single statement IF statements or Loops.
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Semicolon
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Used to separate sections.
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Single '
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Quotation type used for character values.
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Source
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Information in its original form.
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Statement
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An instruction you give a computer.
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String
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A collection of characters. Surrounded by double quotation marks.
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String
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A line of text that can include letters, numbers, punctuation, and other characters.
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Subclass
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A class that inherits from another class.
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Superclass
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A class that is inherited from.
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Ternary Operator
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Used to assign a value or display a value based on a condition.
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Thread
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Each part of a program which takes care of a different task.
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Three types of Loops
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For, While, and Do-While.
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Unboxing
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Casts an object to the corresponding simple value.
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Variable
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A storage place that can hold information, which may change.
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While Loop
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Tests the condition at the beginning of each repetition of a section of a program.
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Expressions
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Statements that involve a mathematical equation and produce a result.
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println
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Starts a new line after displaying the text.
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