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Chapter 6

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Total cards: 13•Content version: v3•Public deck•Updated: 8/1/2026

Card preview (13)

#1
Front (Question)

accessor

Back (Answer)

A method used to examine an attribute of an object without changing it. (188)

#2
Front (Question)

actual parameter

Back (Answer)

A variable or expression contained in a method call and passed to that method. (205)

#3
Front (Question)

behavior

Back (Answer)

The set of actions that a class of objects supports. (186)

#4
Front (Question)

constructor

Back (Answer)

A method that creates a new instance of a class. (188)

#5
Front (Question)

encapsulation

Back (Answer)

The combining of data and behavior into a single software package. (186)

#6
Front (Question)

helper method

Back (Answer)

A method used within the implementation of a class but not used by clients of that class. (207)

#7
Front (Question)

identity

Back (Answer)

The property of an object that it is the same thing at different points in time, even though the values of its attributes might change. (186)

#8
Front (Question)

instantiation

Back (Answer)

The process of creating a new object. (186)

#9
Front (Question)

lifetime

Back (Answer)

The period during which a variable can be used. (205)

#10
Front (Question)

mutator

Back (Answer)

A method used to change the value of an attribute of an object. (188)

#11
Front (Question)

scope

Back (Answer)

The largest area of program text in which an identifier is available. (204)

#12
Front (Question)

state

Back (Answer)

The set of all the values of the variables of a program at any point during its execution. (186)

#13
Front (Question)

visibility modifier

Back (Answer)

A symbol (public or private) that specifies the kind of access that clients have to a class’s data and methods. (193)