Programming Language Constructs
/There are hundreds of programming languages. Although most aren't commonly used, a software developer might use a number of them during their career. It's useful to understand the concepts that underlie these languages. Click here for a comparison of programming languages.
Below are brief descriptions of some common and important programming constructs with links to more details.
Abstraction
Separating ideas from specific instances of those ideas. Click here for more details.
Access Modifier
Define characteristics of constructs such as classes and methods. Examples of modifiers are: public, private, package and protected: Click here for more details.
Array
A data structure consisting of a collection of elements, each identified by at least one array index or key. Click here for more details.
Attribute
Defines a property of an object, element, or file. Click here for more details.
Block
Section of code grouped together. Click here for more information.
Branch
Sequence of statements triggered by a conditional. Click here for more information.
Callback
Pointer to a piece of executable code that is passed as an argument to other code, which is expected to call back (execute) the argument at some appropriate time. Click here for more details.
Class
Code template for creating objects. Think of architect's drawings. Click here for more details.
Conditional
Performs different actions depending on whether a condition is true or false. Click here for more details.
Constructor
In Object Oriented Programming, a block of code that's executed when an object is created. Click here for more details.
Container / Collection
An object made up of other objects. Click here for more details.
DOM (Document Object Module)
Convention for representation and interaction between objects in HTML documents. Click here for more details.
Dynamic Array
Variable sized data structure that allows adding and deleting elements. In Java, an ArrayList is one type of Dynamic Array. Click here for more information.
Encapsulation
Packing of data and functions into a single component. Click here for more details.
Exception
Anomalous or failure event that may require special handling. Click here for more details.
Expression
Combination of elements that produces a result. Click here for more details.
Garbage Collection
Reclaiming of unused memory. In some operating systems, such as Android, Garbage Collection is automatic. Click here for more details.
Hash
Used to provide direct access to data based on a calculated key. Click here for more details.
HTML (HyperText Markup Language)
A set of elements that can read by web browsers for displaying web pages. Click here for more details.
HTML Element
Individual component of an HTML document. Click here for more details.
HTTP Request
Indicates the desired action to be performed on an identified resource. Actions include: GET, POST, HEAD, OPTIONS, PUT, DELETE, TRACE, PATCH and CONNECT. Click here for more details.
Identifier
Names for objects and entities. Click here for more details.
Inheritance
Obtaining the capabilities on an object. Click here for more details.
Inner Class
A Class that is declared entirely within the body of another class or interface. An inner class cannot be instantiated without being bound to a top-level class. Click here for more details.
Instance
Specific realization of an object. Think of a house vs. the plans for a house. Click here for more details.
Iterator
An object that enables traversing a container, such as lists. Click here for more details.
JSON (JavaScript Object Notation)
Human-readable text used to transmit data objects consisting of attribute–value pairs. Often used to transmit data between a server and web application. Click here for more details.
Keyword
Word with a special meaning. Click here for more details.
List
A sequence of values, where the same value may occur more than once. Click here for more details.
Linked List
A data structure consisting of a group of nodes which together represent a sequence. Click here for more details.
Literal
Notation representing a fixed value. Click here for more details.
Loop
A sequence of statements which is specified once but can be carried out multiple times in succession. Click here for more details.
Metaclass
A class whose instances are classes. Click here for more details.
Method
Code that defines the run time behavior of objects. Click here for more details.
Mixin
A class which contains a combination of methods from other classes without using inheritance. Click here for more details. Not available in pure Java.
Object
In Object Oriented Programming, an object is an instance of a class. Click here for more details.
Operator
Perform actions on elements such as variables. Click here for more details.
Overloading
Ability to create multiple methods of the same name with different implementations. Click here for more details.
Overriding
In object oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes. Click here for more details.
Package
A Java package is a mechanism for organizing Java classes into namespace groups. Click here for more information.
Parameter
A reference or value passed to a function, procedure, subroutine, command, or program. Click here for more details.
Polymorphism
Provision of a single interface to entities of different types. Click here for more details.
Primitive
Smallest 'unit of processing' available to a programmer of a particular machine, or can be an atomic element of an expression in a language. Click here for more details. For example, in Java, primitive data types are: byte, short, int, long, float, double, boolean and char.
Reflection
Ability to modify an object's own properties at runtime. Click here for more details.
Regular Expression
Sequence of characters that can be used as a search pattern. Sometimes referred to as Regex or Regexen. Click here for more details.
Reserved Word
A word that cannot be used as an identifier, such as the name of a variable or function. Click here for more details.
Return
A value that is passed from a calculating function to an invoking function. Click here for more details.
Sort
Functions that put elements in a certain order. Sorting is used so often that many programming languages have built-in sort functions. Click here for more information.
Statement
Expresses some action to be carried out. Click here for more details.
Switch
Control mechanism used to allow the value of a variable or expression to change the control flow of program execution. Click here for more details.
Table
A collection of related data held in a structured format within a database. It consists of fields (columns), and rows. Click here for more details.
This
Refers to the object, class, or other entity that the currently running code is part of. Click here for more details.
Token
An object which represents the right to perform an operation. Click here for more details.
Type
Collection of rules for constructs such as variables and functions. Untyped languages allow any operation to be performed on any data type. Click here for more details.
Variable
A storage location and associated name which contains a modifiable value. Click here for more details.