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Java Terms and Their Simple Explanations

The document provides simple explanations for common Java terms, including concepts like classes, objects, methods, and inheritance. It covers essential programming concepts such as encapsulation, polymorphism, and exception handling, along with tools like JVM, JRE, and JDK. Each term is accompanied by examples to enhance understanding.
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0% found this document useful (0 votes)
4 views

Java Terms and Their Simple Explanations

The document provides simple explanations for common Java terms, including concepts like classes, objects, methods, and inheritance. It covers essential programming concepts such as encapsulation, polymorphism, and exception handling, along with tools like JVM, JRE, and JDK. Each term is accompanied by examples to enhance understanding.
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Here's a list of common **Java terms** explained in simple language:

---

### **Java Terms and Their Simple Explanations**

1. **Class**:
- A blueprint to create objects.
- Example: A `Car` class defines what properties (color, brand) and actions
(start, stop) a car can have.

2. **Object**:
- An instance of a class; the actual thing created from the blueprint.
- Example: Your car is an object of the `Car` class.

3. **Method**:
- A block of code that performs a specific task (like a function in other
programming languages).
- Example: `start()` is a method that starts a car.

4. **Variable**:
- A container to store data (like numbers, words, etc.).
- Example: `int age = 25;` stores the value 25 in a variable named `age`.

5. **Constructor**:
- A special method used to create (initialize) objects.
- Example: When you create a car, the constructor sets its color, brand, etc.

6. **Interface**:
- A contract that defines what methods a class **must** implement, but it
doesn’t provide the actual code.
- Example: An interface could define `start()` and `stop()` methods that all
vehicles (cars, bikes, etc.) must have.

7. **Implements**:
- A keyword to use when a class follows an interface.
- Example: `Car implements Vehicle` means the `Car` class is following the rules
defined in the `Vehicle` interface.

8. **Extends**:
- A keyword to use when a class inherits from another class.
- Example: `ElectricCar extends Car` means `ElectricCar` gets all the properties
and methods of `Car`.

9. **Inheritance**:
- A concept where one class gets the properties and methods of another.
- Example: A `Dog` class can inherit from an `Animal` class.

10. **Polymorphism**:
- A fancy term meaning "many forms." A method can behave differently depending
on the object that calls it.
- Example: A `start()` method might start a car or a bike depending on the
object.

11. **Encapsulation**:
- Hiding the details of how something works and providing access only through
methods.
- Example: A TV has buttons to change the channel but hides the electronics
inside.
12. **Abstract Class**:
- A class that provides some methods but also leaves others for its child
classes to implement.
- Example: A `Shape` class might define common things for all shapes but leave
specific details (like drawing a circle or square) to subclasses.

13. **Static**:
- Means something belongs to the class, not individual objects.
- Example: A `static` method can be used without creating an object.

14. **Final**:
- A keyword to make something unchangeable.
- Example: A `final` variable can’t be reassigned, and a `final` class can’t be
extended.

15. **Package**:
- A folder that groups related classes together.
- Example: `java.util` is a package with utility classes like `ArrayList`.

16. **Exception**:
- An error that occurs during program execution.
- Example: Dividing a number by zero throws an exception.

17. **Try-Catch**:
- A way to handle exceptions (errors) gracefully without crashing the program.
- Example: If dividing by zero occurs, a `catch` block can show an error
message.

18. **Array**:
- A collection of items of the same type stored in a single variable.
- Example: `int[] numbers = {1, 2, 3};` stores 3 numbers.

19. **Loop**:
- A way to repeat code until a condition is met.
- Example: A `for` loop prints numbers from 1 to 10.

20. **Keyword**:
- Reserved words in Java that have a special purpose.
- Example: `class`, `public`, `static`, `final`.

21. **Primitive Data Types**:


- Basic types like `int`, `float`, `char`, `boolean`.
- Example: `int age = 25;` uses the `int` type.

22. **Non-Primitive Data Types**:


- Complex types like `String`, `Array`, and custom classes.
- Example: `String name = "John";` uses the `String` type.

23. **Getter and Setter**:


- Methods to get or set the value of a private variable.
- Example:
```java
private int age;
public int getAge() { return age; }
public void setAge(int age) { this.age = age; }
```

24. **Access Modifiers**:


- Keywords that define who can access a class, method, or variable.
- Example: `public`, `private`, `protected`.

25. **Lambda Expression**:


- A short way to write methods in Java (introduced in Java 8).
- Example: `(a, b) -> a + b` adds two numbers.

26. **Stream**:
- A way to process collections (like arrays or lists) in a functional style.
- Example: Filtering even numbers from a list.

27. **Garbage Collection**:


- Java’s way of cleaning up memory by removing unused objects.

28. **JVM (Java Virtual Machine)**:


- The engine that runs Java programs.

29. **JRE (Java Runtime Environment)**:


- Includes the JVM and libraries needed to run Java programs.

30. **JDK (Java Development Kit)**:


- Includes tools to write and run Java programs (like a text editor and
compiler).

31. **Anonymous Class**:


- A class without a name, used when you need it only once.
- Example: A quick one-time implementation of an interface.

32. **Overloading**:
- Same method name but with different parameters.
- Example: `add(int a, int b)` and `add(double a, double b)`.

33. **Overriding**:
- A subclass provides a new implementation for a method from its parent class.

34. **Serialization**:
- Saving the state of an object to a file.

35. **Deserialization**:
- Restoring the state of an object from a file.

---

These terms will make more sense as you encounter examples and practice! If
something is unclear, let me know, and I can explain further. 😊

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