Concepts
Find Misconceptions by Concept

Abstraction0
Access Modifier5
An access modifier is a piece of code used to specify the access permissions of a name.
Allocation9
Allocation means reserving memory space to hold some data.
Argument5
An argument is a value passed to a function.
Array21
An array is a numerically indexed collection of elements holding values.
Assignment12
To assign means to store a value in a variable.
Associativity2
Associativity determines how operators of the same precedence in expressions are grouped.
Boolean7
A Boolean value is a truth value and can be used as a condition.
Call40
A call is the invocation of a function or method.
Class28
A class is a blueprint for objects and defines a type with fields and methods.
Composition1
To compose two functions means to call one on the result of the other.
Conditional14
In a conditional statement or expression the value of a condition determines which alternative pieces of code to execute.
Constructor13
A constructor is a function that initializes a newly allocated object.
Control Flow22
The control flow is the path of execution through a program.
Coupling0
Equality7
Equality determines whether two expressions have equivalent values.
Evaluation4
To evaluate means to compute the value of an expression.
Exception9
The representation of an unexpected situation that affects control flow.
Expression37
An expression is a piece of source code that produces a value at runtime.
Field19
A field is a variable that is a member of a class and may be part of an object.
Function10
A function produces a return value from a list of argument values.
Garbage Collection0
Garbage collection is the automatic deallocation of unreachable heap objects.
Implementation1
Inheritance16
Inheritance is a way to define a class by reusing the definition of another class.
Input0
The input of a program is information it reads from its environment.
Lifetime2
The lifetime of a variable, array, or object is the duration from its allocation to its deallocation.
Literal17
A value that is written itself in the source code.
Loop9
A loop is a compound statement that repeats the statements in its body zero or more times.
Member7
A member of a class can be a method or a field.
Method47
A method is a function that is a member of a class and may operate on an object.
Mutability7
Mutable means that a memory location can be reassigned new values.
Name6
Names are used to denote constructs such as variables, classes, types, and members.
Null7
The value null is a reference that does not refer to anything.
Number15
A number is a value of a numerical type.
Object31
An object is an instance of a class stored in a set of memory locations.
Operator21
An operator is a symbol or keyword in source code that represents a built-in function.
Output3
The output of a program is information it writes to its environment.
Parameter11
A variable holding an argument received by a function.
Polymorphism1
Polymorphism means that an expression can produce values of more than one type.
Precedence2
Precedence determines how operators in expressions are grouped.
Primitive3
A primitive value is of a scalar or built-in type and may completely fit into a single memory location.
Prototype1
A prototype is an object that serves as an exemplar for new objects.
Recursion11
A self-referential data structure or computation.
Reference26
A reference value points to a sequence of memory locations that may contain an object or array.
Repetition3
Repetition means multiple occurrences of the same data or multiple executions of the same statements.
Return10
A return statement returns control from a function or method back to its caller.
Scope8
The scope of a name is the region of source code in which the name can be used.
Self8
Self is a reference to the object on which the current method operates.
Sequence2
A sequence is an ordered collection of data or instructions.
Stack10
A memory region containing the local variables and parameters of currently executing functions.
Statement3
A command or instruction to be executed in an imperative program.
Static2
A static aspect of a program does not depend on program execution.
String17
A string is a sequence of characters.
Subtyping11
A value of a subtype can be substituted for a value of a supertype.
Term0
Type36
A type is a set of values supporting a certain set of operations.
Undefined3
An undefined value represents the absence of a value.
Value19
A value is data and may be the result of evaluating an expression or the contents of a variable.
Variable32
A variable is a named location that holds a value.

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