CH2 Key Terms: Programming Logic & Design - Python

0.0(0)
studied byStudied by 0 people
full-widthCall with Kai
GameKnowt Play
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/81

flashcard set

Earn XP

Description and Tags

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

82 Terms

1
New cards

Abstraction

The process of paying attention to important properties while ignoring nonessential details.

2
New cards

Alphanumeric Values

The set of values that includes alphabetic characters, numbers, and punctuation.

3
New cards

Annotation Symbol

A flowchart symbol used to hold comments; it is most often represented by a three-sided box connected with a dashed line to the step it explains.

4
New cards

Assignment operator (=)

The operator that assigns a value to a memory location on its left side; the equal sign.

5
New cards

Assignment statement

A statement that stores a value on its right side to the named location on its left side.

6
New cards

Binary operator

An operator that requires two operands — one on each side.

7
New cards

Call a module

To use a module’s name to invoke it, causing it to execute.

8
New cards

Camel Casing

A naming convention in which the initial letter is lowercase, multiple-word names are run together, and each new word within the name begins with an uppercase letter.

9
New cards

Data dictionary

A list of every variable name used in a program, along with its type, size, and description.

10
New cards

Data type

The characteristic of a program value; a variable or constant’s data type describes the kind of values it can hold and types of operations that can be performed with it.

11
New cards

Declaration

A statement that names a variable and its data type.

12
New cards

Detail loop tasks

The steps that are repeated for each set of input data.

13
New cards

Echoing input

The act of repeating input back to a user either in a subsequent prompt or in output.

14
New cards

Encapsulation

The technique of containing program elements within a module.

15
New cards

End-of-job tasks

The steps at the end of a program to finish an application.

16
New cards

External documentation

All of the external material that programmers develop to support a program.

17
New cards

Floating-point values

Numeric values that contain decimal points.

18
New cards

Function

A program unit that contains a series of statements that carry out a task.

(Similar but different to method, procedure, and subroutine)

19
New cards

Functional cohesion

The extent to which all operations in a method contribute to the performance of only one task.

20
New cards

Functional Decomposition

The act of reducing a large program into more manageable modules.

21
New cards

Garbage

Describes the unknown value stored in an unassigned variable.

22
New cards

Global

describes variables that are known to an entire program.

23
New cards

Housekeeping tasks

Tasks that must be performed at the beginning of a program to prepare for the rest of the program.

24
New cards

Hungarian notation

A naming convention that stores a data type or other information as a part of a name.

25
New cards

Identifier

A program component’s name.

26
New cards

In scope

The characteristic of variables and constants that describes the extent to which they are available for use.

27
New cards

Initializing a variable

The act of assigning the first value to a variable, often at the same time that the variable is created.

28
New cards

Integer values

Numeric whole number values without decimal points.

29
New cards

Internal documentation

Documentation within a program.

30
New cards

Kebob case

A term sometimes used to describe the name convention in which dashes separate parts of a name.

31
New cards

Keywords

The limited words set that is reserved in a language.

32
New cards

Left-to-right associativity

Describes operators that evaluate the expression to the left first.

33
New cards

Literal numeric constant

A number without an identifier.

34
New cards

Literal string constant

A group of characters enclosed without quotation marks.

35
New cards

Local

Describes variables that are declared within the method that uses them.

36
New cards

Lower camel casing

A naming convention in which the initial letter is lowercase, multiple-word names are run together, and each new word within the name begins with an uppercase letter.

37
New cards

Ivalue

The memory address identifier to the left of an assignment operator.

38
New cards

Magic number

An unnamed numeric constant whose purpose is not immediately apparent.

39
New cards

Main program

A program that runs from start to stop and often calls other modules.

40
New cards

Mainline Logic

The overall logic in a program’s main module.

41
New cards

Method

A program unit that contains a series of statements that carries out a task.

(Similar to function, procedure, and subroutine)

42
New cards

Mixed case with underscore

A naming convention similar to snake casing, in which words are separated by underscores, but new words start with an uppercase latter.

43
New cards

Modularization

The process of breaking down a program into modules.

44
New cards

Module

A program unit that contains a series of statements that carry out a task.

(Similar but different to function, method, and subroutine.)

45
New cards

Module body

The part of a module that contains all of these statements.

46
New cards

Module header

The part of a module that includes the module identifier and, possibly, other necessary identifying information.

47
New cards

Module return statement

The part of a module that marks its end and identifies the point at which control returns to the program or module that called the module.

48
New cards

Named constant

A named memory location whose value never changes after the assignment; conventionally, constants are named using all capital letters.

49
New cards

Numeric

Describes data that consists of numbers and with which numeric operations can be performed.

50
New cards

Numeric Constant

A number without an identifier.

51
New cards

Numerical variable

A variable that holds numeric values.

52
New cards

Operand

A value used by an operator.

53
New cards

Order of operations

Rules that dictate the order in which operations in the same statement are carried out.

54
New cards

Overhead

All the resources and time required by an operation.

55
New cards

Pascal casing

A naming convention in which the initial letter is uppercase, multiple-word names are run together, and each new word within the name begins with an uppercase letter.

56
New cards

Portable

Describes a module that can easily be reused in multiple programs.

57
New cards

Procedure

A program unit that contains a series of statements that carry out a task.

(Similar but different to function, method, module, and subroutine).

58
New cards

Program Comments

Nonexecuting statements placed within code to explain program statements in English.

59
New cards

Program Hierarchy chart

A diagram that illustrates program module’s relationship to each other.

60
New cards

Prompt

A message that displayed on a screen, asking the user for a response.

61
New cards

Real number

Floating-point numbers; numbers that contain a decimal point.

62
New cards

Reliability

The feature of a program or module that ensures that it has been tested and proven to function correctly.

63
New cards

Remainder Operator

An arithmetic operator that provides the remainder after values are divided.

64
New cards

Reusability

The feature of a module that allows it to be used in a variety of applications.

65
New cards

Right-associativity.

Describes operators that evaluate the expression to the right first.

(Also called Right-to-left associativity)

66
New cards

Right to left associativity

Describes operators that evaluate the expression to the right first.

(Also called Right associativity)

67
New cards

Rules of precedence

Rules that dictate the order in which operations in the same statement are carried out.

68
New cards

Self-documenting

Describes programs that contain meaningful and descriptive identifiers.

69
New cards

Snake casing

A naming convention in which parts of a name are separated by underscores.

70
New cards

Stack

A memory location that holds the memory addresses to which a program’s logic should return after a method executes.

71
New cards

String

Describes data that is nonnumeric.

72
New cards

String constant

A group of characters enclosed within quotation marks.

73
New cards

String variable

A variable that can hold text that includes letters, digits, and special characters, such as punctuation marks.

74
New cards

Subroutine

A program unit that contains a series that carry out a task.

(Similar but different to function, method, module, and procedure)

75
New cards

Temporary Variable

A variable that holds intermediate results during a program’s execution.

76
New cards

Type-safety

The feature of programming language that prevents assigning values of an incorrect data type.

77
New cards

Unnamed constant

A literal value

78
New cards

Unnamed numerical constant

A literal numeric value.

79
New cards

Unnamed string constant

A literal string value.

80
New cards

Upper camel casing

Another name for the Pascal casing naming convention.

81
New cards

Visible

A characteristic of data items that means they “can be seen” only within the method in which they are declared.

82
New cards

Work Variable

A variable that holds intermediate results during a program’s execution.