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Flashcards for vocabulary review based on lecture notes.
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Computer System
A combination of hardware and software components that process and store data.
Hardware
The physical equipment associated with a computer, such as keyboards, mice, speakers, and printers.
Software
Computer instructions that tell the hardware what to do; programs written by programmers.
Application Software
Programs applied to a task, like word processing, spreadsheets, or games.
System Software
Programs that manage a computer, like operating systems (Windows, Linux, Android, iOS).
Input
Data items that enter the computer system for processing, such as text, numbers, images, or sounds.
Processing
Organizing, sorting, checking, or performing calculations on data items.
CPU (Central Processing Unit)
The hardware component that performs processing tasks.
Output
The resulting information sent to a printer, monitor, or storage device after data has been processed.
Data
Input items; raw material entered into and processed by a computer.
Information
Data items that have been processed and output.
Programming Language
A language used to write computer instructions, such as Visual Basic, C#, C++, or Java.
Program Code
Instructions written using a programming language.
Coding
The act of writing instructions in a programming language.
Syntax
The rules governing a language's word usage and punctuation.
Syntax Errors
Mistakes in a language's usage.
Computer Memory
A computer's temporary, internal storage.
RAM (Random Access Memory)
A form of internal, volatile memory used for quick access to running programs and data.
Volatile Memory
Memory whose contents are lost when the computer is turned off or loses power.
Permanent Storage Devices
Nonvolatile devices, such as disks, that retain their contents even when power is lost.
Source Code
Programming language statements.
Object Code
Translated machine language statements.
Compiler/Interpreter
Software that translates source code into machine language.
Machine Language/Binary Language
Represented as a series of 0s and 1s. Also called binary language.
Run/Execute
To carry out program instructions.
Logic
The specific sequence of instructions in a program.
Logical Errors
Errors that produce incorrect output due to flaws in a program's logic.
Scripting Languages
Languages like Python, Lua, Perl, and PHP where scripts can be typed directly and stored as text.
Variable
A named memory location whose value can vary.
Program Development Cycle
The steps involved in creating a program: understanding the problem, planning the logic, coding, translating, testing, production, maintenance.
Users/End Users
People who benefit from computer programs.
Documentation
Supporting paperwork for a program, including requests, sample output, and data descriptions.
Algorithm
The sequence of steps or rules to solve a problem.
Desk-Checking
Walking through a program's logic on paper before writing the code.
Debugging
The process of finding and correcting program errors.
Conversion
The actions taken to switch to a new program.
Maintenance
Making changes to a program after it is in production.
Pseudocode
An English-like representation of logical steps for solving a problem.
Flowchart
A pictorial representation of logical steps for solving a problem.
Input Symbol
A parallelogram in flowcharts that represents an input operation.
Processing Symbol
A rectangle in flowcharts representing a processing operation.
Output Symbol
A parallelogram in flowcharts representing an output operation.
Flowlines
Arrows connecting the steps in a flowchart.
Terminal Symbol
A lozenge shape indicating the start or end of a flowchart.
Loop
The repetition of a series of steps.
Infinite Loop
A repeating flow of logic with no end.
Decision Symbol
A diamond shape used for decisions in flowcharts.
Dummy Value
A preselected value that stops program execution.
Sentinel Value
A preselected value that signals the end of a program.
EOF (End of File)
A marker indicating the end of data.
Text Editor
A program for creating simple text files.
IDE (Integrated Development Environment)
A software package that provides an editor, compiler, and programming tools.
Command Line
A text-based interface for interacting with the computer's operating system.
GUI (Graphical User Interface)
A graphical environment for interacting with a program.
Procedural Programming
A programming model focusing on procedures or actions.
Object-Oriented Programming
A programming model focusing on objects and their attributes and behaviors.
Data Type
A classification describing what values can be held, how the item is stored, and operations that can be done.
Numeric
Data that consists of numbers and can be used in arithmetic operations.
String
Data items that are nonnumeric.
Alphanumeric
Values that contain alphabetic characters, numbers, and punctuation.
Declaration
A statement that provides a data type, an identifier, and, optionally, an initial value.
Identifier
A program componentās name.
Keywords
Limited word set that is reserved in a language.
Pascal Casing
Initial letter is uppercase, multi-word names are run together, and each new word starts with an uppercase letter ex. HourlyWage
Camel Casing
Initial letter is lowercase, multi-word names are run together, and each new word starts with an uppercase letter ex. hourlyWage
Snake Casing
Parts of a name are separated by underscores ex. hourly_wage
Assignment Statement
Assigns a value to a variable or constant using the assignment operator (=).
Binary Operator
Operator that requires two operands.
Operand
A value used by an operator.
Lvalue
The memory address identifier, the left side of an assignment operator.
Initializing
Assigning a variableās first value.
Named Constant
Value cannot change after the first assignment.
Logic
The complete sequence of instructions to solve problem.
Rules of Precedence
Multiplication and division take precedence over addition and subtraction.
Operator Associativity
Describes how operators of equal precedence are handled.
Modulo Operator
Yields the remainder of division.
Modules
Reusable program units.
Functional Decomposition
Reduction of code into smaller modules.
Reusability
Modules can be used across different applications.
Reliability
Modules have been tested and are known to function correctly.
Encapsulation
Containing instructions in a module.
Cohesion of a Module
A moduleās statements contribute to the same task.
Visible
This describes what data items a module can recognize and is also called scope.
Local
Variables declared within the module that uses them.
Portable
A module that can be reused easily multiple programs.
Global
Variables known to an entire program.
Housekeeping Tasks
Performed at the beginning of a program.
Detail Loop Tasks
Repeated for each set of input data.
End-of-Job Tasks
The tasks at the end to finish the application.
Hierarchy Chart
Diagram that illustrates modulesā relationships to each other; It indicates which modules exist and call each other.
Program Comments
Explanations that serve as documentation.
Internal Documentation
Documentation included inside the code.
External Documentation
Documentation outside the coded program.
Self-Documenting
Programs written out accurately which have meaningful names.
Temporary Variable
Also called a work variable, this is used to hold intermediate results.
Prompts
A message displayed so the user knows the expected format for input.
Echoing Input
Repeating input back to a user ex asking what the customer name is and repeating that on the prompt for balance due.