Variable Description
abstract
Indicates that the details of a class, a method, or
an interface are given elsew here in the code.
assert Tests the truth of a condition that the
programmer believes is true.
boolean Indicates that a value is either true or false.
break Jumps out of a loop or switch.
byte Indicates that a value is an 8-bit whole number.
case Introduces one of several possible paths of
execution in a switch statement.
catch Introduces statements that are executed when
something interrupts the flow of execution in
a try clause.
char Indicates that a value is a character (a single
letter, digit, punctuation symbol, and so on)
stored in 16 bits of memory.
class Introduces a class — a blueprint for an object.
const You can’t use this word in a Java program. The
word has no meaning but, because it’s a
keyword, you can’t create a variable named
const.
continue Forces the abrupt end of the current loop
iteration and begins another iteration.
default Introduces a path of execution to take when no
case is a match in a switchstatement.
do Causes the computer to repeat some
statements over and over again (for instance, as
long as the computer keeps getting
unacceptable results).
double Indicates that a value is a 64-bit number with
one or more digits after the decimal point.
else Introduces statements that are executed when
the condition in an if statement isn’t true.
enum Creates a newly defined type — a group of
values that a variable can have.
extends Creates a subclass — a class that reuses
functionality from a previously defined class.
final Indicates that a variable’s value cannot be
changed, that a class’s functionality cannot be
extended, or that a method cannot be
overridden.
finally Introduces the last will and testament of the
statements in a try clause.
float Indicates that a value is a 32-bit number with
one or more digits after the decimal point.
for Gets the computer to repeat some statements
over and over again (for instance, a certain
number of times).
goto You can’t use this word in a Java program. The
word has no meaning. Because it’s a keyword,
you can’t create a variable named goto.
if Tests to see whether a condition is true. If it’s
true, the computer executes certain statements;
otherwise, the computer executes other
statements.
implements Indicates that a class provides bodies for
methods whose headers are declared in an
interface.
import Enables the programmer to abbreviate the
names of classes defined in a package.
instanceof Tests to see whether a certain object comes
from a certain class.
int Indicates that a value is a 32-bit whole number.
interface Introduces an interface. An interface is like a
class but, for the most part, an interface’s
methods have no bodies.
long Indicates that a value is a 64-bit whole number.
native Enables the programmer to use code that was
written in a language other than Java.
new Creates an object from an existing class.
package Puts the code into a package — a collection of
logically related definitions.
private Indicates that a variable or method can be used
only within a certain class.
protected Indicates that a variable or method can be used
in subclasses from another package.
public Indicates that a variable, class, or method can
be used by any other Java code.
return Ends execution of a method and possibly
returns a value to the calling code.
short Indicates that a value is a 16-bit whole number.
static Indicates that a variable or method belongs to a
class, rather than to any object created from the
class.
strictfp Limits the computer’s ability to represent extra
large or extra small numbers when the computer
does intermediate calculations
on float and doublevalues.
super Refers to the superclass of the code in which
the word super appears.
switch Tells the computer to follow one of many
possible paths of execution (one of many
possible cases), depending on the value of an
expression.
synchronized Keeps two threads from interfering with one
another.
this A self-reference — refers to the object in which
the word this appears.
throw Creates a new exception object and indicates
that an exceptional situation (usually something
unwanted) has occurred.
throws Indicates that a method or constructor may pass
the buck when an exception is thrown.
transient Indicates that, if and when an object is
serialized, a variable’s value doesn’t need to be
stored.
try Introduces statements that are watched (during
runtime) for things that can go wrong.
void Indicates that a method doesn’t return a value.
volatile Imposes strict rules on the use of a variable by
more than one thread at a time.
while Repeats some statements over and over again
(as long as a condition is still true).