Computer Programming I - Module 1: Programs, Algorithms, Flowcharting, and Java Foundations

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This set of vocabulary flashcards covers the fundamental concepts of computer programming, the Program Development Life Cycle, flowchart symbols, and the history and architecture of the Java programming language.

Last updated 10:36 AM on 8/16/26
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36 Terms

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Hardware

The tangible, visible component of a computer system, such as the monitor, keyboard, and mouse.

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Software

Intangible programs a computer uses to function, kept on a hardware device such as a hard disk.

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CPU

The "brain" of the computer that performs basic tasks by fetching, decoding, and executing instructions.

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Memory

The component that holds the data and instructions the CPU needs to perform its tasks.

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Main Memory (RAM)

Memory directly accessible by the CPU that is volatile (cleared when power is off) and limited in capacity.

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Secondary Memory

Non-volatile storage accessed indirectly through I/O channels that is slower than main memory but offers larger capacity.

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System Programs

Software that manages and controls the computer’s own hardware and resources.

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Application Programs

Software designed to help end users perform specific tasks, such as word processors.

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Compilers

Programs that translate source code into machine-readable instructions.

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Programming Language

A standardized communication technique for expressing instructions to a computer, featuring its own syntax and grammar.

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High-Level Languages

User-friendly, platform-independent languages closer to human language that abstract away hardware details.

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Low-Level Languages

Languages closer to machine code that are platform-dependent and efficient but harder to program in.

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Program Development Life Cycle (PDLC)

A four-step process consisting of: 1. Problem Definition, 2. Problem Analysis, 3. Algorithm Design & Representation, and 4. Coding & Debugging.

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Algorithm

A planned solution or a sequence of operations designed to solve a specific problem.

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Pseudocode

An English-like representation of an algorithm's steps.

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Flowchart

A graphical representation of the sequence of operations and data flow in an information system or program using standard symbols.

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Terminal Symbol

A rounded flowchart symbol used to mark the START and END points.

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Input / Output Symbol

A parallelogram flowchart symbol representing data entering or leaving the system.

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Process Symbol

A rectangle flowchart symbol representing an action step or data transformation.

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Decision Symbol

A diamond flowchart symbol used to represent a Yes/No branch or routing path.

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Compile-Time Errors

Also called syntax errors; these occur when code violates the grammar rules of a language and are caught before the program runs.

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Runtime Errors

Logic errors, such as infinite loops, that only surface while the program is running and cannot be caught by the compiler.

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James Gosling

One of the creators of Java in 19911991 at Sun Microsystems.

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Oak

The original name of the Java programming language.

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Star 7

The first project built with Java, which was a hand-held remote control.

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Bytecode

Platform-independent .class.class files produced by the Java compiler (javacjavac) that are interpreted by the JVM.

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JVM (Java Virtual Machine)

The component that loads, verifies, and executes code by converting bytecode into machine language; enables WORA (Write Once, Run Anywhere).

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JRE (Java Runtime Environment)

A bundle containing class libraries, the loader class, and the JVM; it is sufficient to run but not build Java programs.

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JDK (Java Development Kit)

A software package containing the JRE plus development tools like the compiler and launcher, used by developers to build Java software.

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Java SE (Standard Edition)

The core Java platform offering the basic API, types, and objects.

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Java EE (Enterprise Edition)

A platform edition for large-scale, multi-tiered, reliable, and secure network applications.

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Java ME (Micro Edition)

A small-footprint API and virtual machine designed for small devices like mobile phones.

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JavaFX

A platform for building rich internet applications with a lightweight UI API.

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Identifiers

Case-sensitive tokens used to name variables, methods, and classes; they must begin with a letter, underscore "_\_", or "\".

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Reserved Keywords

Predefined words like classclass, publicpublic, and staticstatic that cannot be used as names for variables, objects, or classes.

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Escape Characters

Special sequences starting with a backslash "\\", such as "n\\n" for a newline or "t\\t" for a tab.