in object-oriented terminology, an unexpected or error condition.
an unplanned exception that occurs during a program’s execution; used more specifically to describe a member of the RuntimeException class.
a list that displays all the methods that were called during program execution.
an object-oriented technique for managing or resolving errors.
a list that displays all the methods that were called during program execution.
a premature, unexpected, and inelegant end to a program.
any crucial process in an organization.
describes applications that are designed so that they continue to operate, possibly at a reduced level, when some part of the system fails.
segment of code that can handle an exception that might be thrown by the try block that precedes it.
describes the degree to which a system is resilient to stress, maintaining correct functioning.
a block of code that a programmer acknowledges might generate an exception.
a statement that sends an Exception out of a block or a method so it can be handled elsewhere.
a block of code that executes at the end of a try...catch sequence.
the Java rule that checked exceptions require catching or declaration.
exceptions that cannot reasonably be expected to be recovered from while a program is executing. Contrast with checked exceptions.
exceptions that a programmer should plan for and from which a program should be able to recover. Contrast with unchecked exceptions.
the practice of using the keyword throws followed by an Exception type in the method header; required when a method throws a checked Exception that it will not catch but will be caught by a different method.
an exception specification in a method header.
describes aspects of a computer language that make it “sweeter,” or easier, for programmers to use.
the memory location where the computer stores the list of memory locations to which the system must return when methods end.
a Java language feature that can help detect logic errors and debug a program.
describes a language feature designed to make it harder to write bad code.
a computer keyboard that appears on the screen. A user operates it by using a mouse to point to and click keys; if the computer has a touch screen, the user touches keys with a finger or stylus.