Programming

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Last updated 4:42 PM on 9/22/26
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40 Terms

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SDLC (Systems/Software Development Life Cycle)

A structured process followed to plan, create, test and deploy an information system, typically including analysis, design, development, testing, implementation and maintenance phases.

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Systems analysis

The SDLC phase where the current system and its problems are investigated and the requirements for a new system are gathered and defined.

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Systems design

The SDLC phase where the structure, interface, data and logic of the new system are planned before coding begins, e.g. via diagrams and prototypes.

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Development/implementation phase (SDLC)

The SDLC phase where the actual system is built/coded based on the design specifications.

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Testing phase (SDLC)

The SDLC phase where the system is checked for errors and verified against requirements before being released to users.

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Maintenance phase (SDLC)

The ongoing SDLC phase after a system is deployed, involving bug fixes, updates and improvements over its lifetime.

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Waterfall model

An SDLC model where each phase must be completed in a strict sequence before the next begins, with little revisiting of earlier phases.

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Agile methodology

An SDLC approach that develops software through short, repeated cycles (sprints), allowing flexibility and continuous feedback throughout development.

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Prototype

An early, simplified working model of a system or part of a system, built to test ideas and gather user feedback before full development.

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Algorithm

A finite, step-by-step set of instructions designed to solve a specific problem or perform a specific task.

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Pseudocode

A plain-language, structured way of describing an algorithm's logic without using the exact syntax of a specific programming language.

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Flowchart

A diagram that uses standardised symbols to visually represent the sequence of steps and decisions in an algorithm.

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Variable

A named location in memory used to store a value that can change while a program runs.

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Constant

A named value in a program that is set once and does not change during program execution.

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Data type (programming)

A classification specifying what kind of value a variable can hold, e.g. integer, string, boolean, float/real.

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Sequence (control structure)

A control structure where program instructions are executed one after another, in the order they are written.

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Selection (control structure)

A control structure that allows a program to choose between different paths of execution based on a condition, e.g. if-else statements.

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Iteration (control structure)

A control structure that repeats a block of code multiple times, e.g. for loops and while loops, until a condition is met.

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For loop

An iteration structure that repeats a block of code a specific, predetermined number of times.

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While loop

An iteration structure that repeats a block of code as long as a specified condition remains true, checked before each repetition.

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Repeat-until loop

An iteration structure that repeats a block of code until a specified condition becomes true, checked after each repetition (executes at least once).

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Function/Procedure

A named, reusable block of code that performs a specific task and can be called from elsewhere in a program; a function typically returns a value.

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Parameter

A variable listed in a function or procedure's definition that receives a value passed to it when the function/procedure is called.

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Array

A data structure that stores a fixed-size, ordered collection of elements of the same data type, accessed via an index.

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String

A data type used to store a sequence of characters, such as text or words.

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Boolean

A data type that can only hold one of two values: true or false.

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Object-oriented programming (OOP)

A programming paradigm based on organising code into "objects" that combine data (properties) and behaviour (methods), using concepts like classes, inheritance and encapsulation.

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Class

A blueprint or template in OOP that defines the properties and methods that objects created from it will have.

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Object (OOP)

A specific instance created from a class, with its own values for the class's properties.

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Inheritance

An OOP concept where a new class (subclass) can inherit properties and methods from an existing class (superclass), promoting code reuse.

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Encapsulation

An OOP concept where an object's internal data is hidden from outside access and can only be changed through defined methods, protecting data integrity.

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Polymorphism

An OOP concept where a method can behave differently depending on the object calling it, even if the method name is the same.

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Syntax error

An error that occurs when code does not follow the correct grammar/rules of the programming language, preventing it from compiling or running.

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Logic error

An error where a program runs without crashing but produces incorrect results due to a flaw in the algorithm's logic.

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Runtime error

An error that occurs while a program is executing, often caused by invalid operations such as dividing by zero or accessing invalid memory.

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Debugging

The process of finding and fixing errors (bugs) in a program's code.

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Compiler

A program that translates an entire program's source code into machine code (an executable file) before it is run.

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Interpreter

A program that translates and executes source code line by line, without producing a separate executable file.

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IDE (Integrated Development Environment)

Software that provides tools for writing, editing, testing and debugging code in one interface, e.g. Delphi, Visual Studio.

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Comment (code)

Text within source code that is ignored by the compiler/interpreter, used by programmers to explain or document the code.