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Flashcards covering key vocabulary from the lecture notes on Algorithms and Data Representation.
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Algorithm
A precise method for solving a problem.
High-level programming language
A programming language that is similar to natural human language.
Pseudocode
A structured, code-like language used to describe an algorithm.
Developer
A person whose job it is to create new software.
Identifier
A unique name given to a variable or a constant.
Arithmetic operator
An operator that performs a calculation.
Constant
A 'container' that holds a value that never changes.
Quotient
A result found by dividing one quantity by another.
Modulus
The remainder after the division of one number by another.
Ascending order
Arranging items from smallest to largest.
Descending order
Arranging items from largest to smallest.
Traversal
Travel across or through something.
Recursion
A process that is repeated.
Sequential
Following in order, one after the other.
Median
The middle number when the numbers are put in ascending or descending order.
Abstraction
The process of removing or hiding unnecessary detail.
Abstract
To remove something from somewhere.
Model
To make a simple version of something to show how it works.
Subprogram
A self-contained module of code that performs a specific task and can be called by the main program when needed.
Quotient
A result found by dividing one quantity by another.
Modulus
The remainder after the division of one number by another.
Power
The small number written to the right and above another number to show how many times it should be multiplied by itself.
Definite iteration
Used when you know in advance how often the instructions in the body of the loop are to be repeated.
Indefinite iteration
Used when the number of times a loop will need to be repeated is not known in advance, repeated until a specified condition is reached.
Comments
A technique for program clarity achieved by explaining what each part of the program does.
Descriptive Names
A technique for program clarity achieved by using descriptive identifiers for variables, constants, and subprograms.
Indentation
A technique for program clarity achieved by making it easier to see where each block of code starts and finishes.
Whitespace
A technique for program clarity achieved by adding blank lines between different blocks of code.
String
A data type used to represent a sequence of characters, such as numbers, text, spaces, and punctuation.
Concatenation
Joining two or more items of information together, producing a new string object.
Data structure
An organized collection of related elements.
Array
An organized collection of related values with a single shared identifier.
Multidimensional Array
An ‘array of arrays’; each item at an index is another array.
Record
A data structure that stores a set of related values of different types.
Validation
Validation that checks that the data entered by a user or from a file meets certain criteria.
Range Check
A validation check that ensures that the data entered is within a specified range.
Presence Check
A validation check that simply ensures that a value has been entered.
Look-up Check
A validation check that is used to test that a value is one of a predefined set of acceptable values.
Length Check
A validation check that checks that the length of a value entered falls within acceptable limits.
Erroneous Data
Data that should not be accepted by the program.
Text File
A sequence of lines, each of which consists of a sequence of characters.
File Handle
A label that is assigned to a resource needed by the program.
Bug
An error or flaw in a computer program.
Overflow Error
A condition that occurs when a calculation produces a result that is greater than the computer can deal with or store.
Infinite Loop
A loop that never ends because the condition required to terminate the loop is never reached.
Trace Table
A technique used to identify any logic errors in algorithms.
Debugger
A computer program that assists in the detection and correction of errors in other computer programs.
Truth Table
A table showing all possible combinations of the inputs and outputs of an operator.
Logic Circuit
An electronic circuit that has inputs and outputs that follow one of the boolean operators.
Heuristic
An algorithm that quickly finds a solution through trial and error.
Monte Carlo Method
Statistical analysis using random samples for approximate solutions.
Driver
Software that communicates with I/O devices, transferring data between the hardware and the operating system in an agreed format via the API.
Ethernet
A family of protocols used in wired LANs.