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Vocabulary flashcards covering key terms and definitions from the lecture notes.
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Programming
The process of designing a structured plan and translating it into a sequence of actions that must be followed in order using appropriate tools and components to solve a problem.
Computer Programming
The process of planning and writing a sequence of instructions in logical order for a computer to execute, turning data into meaningful information to build a complete solution.
Data Processing Cycle
A set of steps the computer follows to receive data, process it according to program instructions, display the results, and store the results.
Algorithm
A set of well defined instructions to solve a particular problem; it takes inputs and produces outputs.
Pseudocode
A simpler version of programming code written in plain English that outlines code for a program before implementing it.
Flowchart
A diagrammatic representation of the sequence of operations to solve a problem.
Terminal
Start and End symbols in a flowchart.
Input/Output
Symbols used to represent input and output in flowcharts.
Process
A symbol representing a processing step or operation.
Decision
A symbol representing a conditional branch based on a test.
Off-page Connector
A connector symbol used to link flowcharts across pages.
On-page Connector
A connector symbol used to join flowchart sections on the same page.
Predefined Process
A symbol for a sub process with a named procedure.
Program Development Process
Phases to solve problems: understand the problem, develop a solution, implement, test, document, and maintain.
Black Box Testing
Testing the program without knowledge of its internal structure; focuses on inputs and outputs based on requirements.
White Box Testing
Testing the program with knowledge of its internal structure; analyzes code paths and logic.
Documentation
provided with the finished program, including information about requirements, operating system, and hardware needs.
Maintenance
Updating and keeping the program running smoothly as requirements and technologies change.
Programming Languages
A vocabulary and set of rules for instructing a computer to perform tasks, each with its own keywords and syntax.
Syntax
The set of grammatical rules for writing statements in a programming language.
Semantics
The meaning associated with a statement or code in a programming language.
Compiler
A tool that translates a program written in a programming language into machine readable form before execution.
Interpreter
A tool that translates high level instructions into machine language at runtime.
Source Program
The original program written in a high level language.
Object Program
The machine language version of a program produced by a compiler as an object file.
Class
A blueprint for creating objects in object oriented programming; defines attributes and methods.
Object
An instance of a class that has its own data and can perform actions via its methods.
Method
A function defined within a class that operates on the object’s data and defines its behaviors.
Procedural Programming
A programming style that uses a sequence of instructions and procedures or subroutines in a top down, imperative approach.
Object-Oriented Programming (OOP)
An approach where computations are carried out using objects, which have attributes and methods to interact with other objects.
Java
An object oriented, platform independent programming language originally developed by Sun Microsystems.
Java Virtual Machine (JVM)
Software that executes Java bytecode by translating it to machine language; platform independent.
Java Bytecode
The machine language for the JVM produced by compiling Java source; executed by the JVM.
Phases in Processing a Java Program
Edit, Compile, Load, Verify, and Execute phases for running a Java program.
Reserved Words (Keywords)
Words with special meaning in Java that cannot be used as identifiers (examples include public, class, static, void, int, char).
Identifiers
Names used for variables, classes, methods, or objects; rules include letters, digits, and underscore, and cannot start with a digit or underscore.
Variable
A memory location that holds a value; must be declared with a data type.
Data Type
Defines the set of values a variable can hold and how memory is allocated for it.
Variable Declaration
Syntax to declare a variable, for example: datatype identifier; e.g., int x;
Boolean
A data type with values true and false.
Character
A data type for single characters, e.g., char type.
Integer
A data type for whole numbers, e.g., int.
Floating Point
A data type for numbers with fractional parts, e.g., float or double.
Void
A data type indicating no value is returned by a function.
Operator
A symbol that tells the compiler to perform a specific operation on operands.
Assignment Operator
The sign = used to assign the value of an expression to a variable.
Arithmetic Operators
Operators for numeric calculations: +, −, ×, ÷, % and unary + and −; also ++ and -- for increment and decrement.
Compound Assignment Operators
Operators like +=, -=, *=, /=, % = that combine an operation with assignment.
Operator Precedence
Rules that determine the order of evaluation in expressions; ×, ÷, % have higher precedence than + and −; same precedence is evaluated left to right.
Relational Operators
Operators that compare values: <, >, <=, >=, ==, != and yield true or false.
Logical Operators
Operators for combining boolean values: && (and), || (or), ! (not).
Boolean Expression
An expression that evaluates to true or false.
Arithmetic Expression
An expression used for calculations and mathematical manipulation.