Engineering Pre-Major Year Collaborative (EPYC) Program - Logic and Programming

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A collection of key terms and definitions from the lecture on Logic and Programming.

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29 Terms

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Algorithm

A step-by-step processing procedure used to solve problems.

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Flowchart

A graphical representation of an algorithm.

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Data Terminal

Defines the starting and ending point of a flowchart.

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Initialization

The preparation or initialization of memory space for data processing.

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Input/Output

Represents the data input and output in a flowchart.

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Process

Represents manipulation of data such as assignment and mathematical computations.

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Decision

Represents processing of conditions using relational operators.

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Subroutine or Function

Used to group sequences that perform a specific, well-defined task.

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Flow Lines

Defines the logical sequence of the program by directing to the next symbol to be performed.

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Sequence Structure

Represents a flow which is performed in a particular order.

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Selection Structure

Represents a flow in which processes are selected based on certain conditions.

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Repetition Structure

Represents a flow wherein a condition is performed repeatedly as long as certain requirements are satisfied.

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Programming Language

A collection of rules and syntax used to describe a program.

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Low-Level Language

Programming languages that are easy for computers to interpret.

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High-Level Language

Programming languages that resemble human language and reduce user concern about hardware.

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C++ Language

A general-purpose programming language that supports data abstraction, generic, and object-oriented programming.

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Pre-processor directive

Instructs the compiler to locate files that contain specific libraries.

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Body of the program

The location within a program where the content is written.

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Executable Program

The program that is loaded into memory for execution.

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Variable

A one-word name that points to a value in programming.

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Data Type

Determines the type of data that a variable can hold.

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Primitive Data Type

Built-in data types that can be directly used to declare variables.

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Constant

A memory location whose content cannot change during the execution of a program.

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Identifier

A name given to a variable that consists of letters, digits, and underscores.

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Output Stream

The flow of bytes from main memory to the output device (e.g., display).

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Input Stream

The flow of bytes from the input device (e.g., keyboard) to the main memory.

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Escape Sequences

Special characters used to modify the format of an output.

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Casting

Explicit type conversion to avoid implicit type coercion.

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Escape Sequences

Characters used to control the output format in strings.