C173 Version 3 Language Agnostic Diagram | Quizlet

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Last updated 6:54 AM on 12/9/25
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88 Terms

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input

A program gets data, perhaps from a file, keyboard, touchscreen, network, etc.

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process

A program performs computations on that data, such as adding two values like x + y.

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Output

A program puts that data somewhere, such as to a file, screen, network, etc.

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variable

Used by programs to refer to data. It is a named item, used to hold a value.

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flowchart

A graphical language for creating computer programs.

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Program

A list of statements, each statement carrying out some action and executing one at a time.

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Run, execute

Words for carrying out a program's statements.

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String literal

Text (characters) within double quotes.

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Characters

Any letter (a-z, A-Z), digit (0-9), or symbol (~, !, @, etc.).

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newline

Special two-character sequence \n whose appearance in an output string literal causes the cursor to move to the next output line.

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comment

Text a programmer adds to a program, to be read by humans (other programmers), but ignored by the program when executing.

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Moore's Law

Engineers have reduced switch sizes by half about every 2 years.

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bit

A single 0 or 1.

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byte

Eight bits. Ex. 11000101

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ASCII

American Standard Code for Information Interchange. Code that is the numerical representation of a character. Ex. Z would be stored in a computer as 1011010.

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Pseudocode

Text that resembles a program in a real programming language but is simplified to aid human understanding.

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assignment statement

Assigns a variable with a value, such as X=5.

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variable declaration

declares a new variable, specifying the variable's name and type.

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integer

Variable type that can hold whole numbers.

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Expression

Can be a number, a variable name (numApples), or a simple calculation like (numApples + 1).

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Identifier

A name created by a programmer for an item like a variable or function. Must be a sequence of letters, underscores, and digits or start with a letter or underscore. They are case sensitive.

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Reserved word (or keyword)

A word that is part of the language, like integer, Get or Put. These words cannot be used as an identifier.

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Naming conventions

A set of style guidelines defined by a company, team, teacher, etc., for naming variables.

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Lower camel case

Capitalize each word except the first, as in numApples.

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Operator

A symbol that performs a built-in calculation, like the + which performs addition.

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Precedence rules

An expression is evaluated using the order of standard mathematics.

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Incremental development

The progress of writing, compiling, and testing a small amount of code, then writing, compiling, and testing a small amount more (an incremental amount), and so on.

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floating-point number

Refers to the decimal point being able to appear anywhere ("float") in the number. Ex. 98.6, 0.0006.

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Floating-point literal

A number with a fractional part, even if that fraction is 0.

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Infinity or -Infinity

Dividing a nonzero floating-point number by zero.

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Not a number

Indicates an unrepresentable or undefined value.

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Function

A list of statements executed by invoking the function's name, with such invoking know as a function call.

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Arguments

Any function input values that appear within ( ), and are separated by commas if more than one.

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RandomNumber()

A function is a built-in zyFlowchart function that takes two arguments, lowValue and highValue, and returns a random integer in the range lowValue to highValue. Ex: RandomNumber(1, 10) returns a random integer in the range 1 to 10.

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Divide-by-zero error

Occurs at runtime if a divisor is 0, causing a program to terminate.

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Type conversion

A conversion of one data type to another, such as an integer to a float.

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modulo operator

evaluates to the remainder of the division of two integer operands. Ex: 23 % 10 is 3.

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constant

A named value item that holds a value that cannot change.

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Array

A special variable having one name, but storing a list of data items, with each item being directly accessible.

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Element

Each item in an array.

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Index

Each element's location number of an array.

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Branch

A sequence of statements only executed under a certain condition.

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If-else

A decision and its two branches. IF the decision's expression is true then the first branch executes, ELSE the second branch executes.

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Nested branches

The nested branches can take on various forms, and the if-else branches may even use different variables.

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Equality operator

Checks whether two operands' values are the same (==) or different(!=).

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Boolean

Type that has just two values: true or false.

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relational operator

Checks how one operand's value relates to another. For example, >=.

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logical operator

Treats operands as being true or false, and evaluates to true or false.

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Epsilon

The difference threshold indicating that floating-point numbers are equal.

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Loop

A program construct that repeatedly executes the loop's statements (known as loop body).

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Iteration

Each time through a loop's statement.

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Sentinel value

Special value indicating the end of a list, such as a list of positive integers ending with 0.

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while loop

A loop that repeatedly executes the loop body while the loop's expression evaluates to true.

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for loop

A loop consisting of a loop variable initialization, a loop expression, and a loop variable update that typically describes iterating for a specific number of times.

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function definition

Consists of the new function's name and block of statements.

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Nested Loop

Loop that appears in the body of another loop.

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do-while loop

Loop that first executes the loop body's statements, then checks the loop condition.

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parameter

A function input specified in a function definition.

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function

A named list of statement

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function call

An invocation of a function's name, causing the function's statements to execute.

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Argument

A value provided to a function's parameter during a function call.

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Return variable

A function may return one value and does so by assigning a return variable with the return value.

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Modular development

The process of dividing a program into separate modules that can be developed and tested separately and then integrated into a single program.

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Incremental Dev

A process in which a programmer writes and tests a few statements, then writes and tests a small amount more.

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return statement

Statement that returns the specified value and immediately exits the function.

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algorithm

Sequence of steps that solves a program, generating correct output for any valid input values.

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Algorithm time efficiency

The number of calculations required to solve a problem.

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Systems development life cycle (SDLC)

Analysis Phase, Design Phase, Implementation phase, testing phase

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Waterfall Approach

Carrying out the SDLC phases in sequence.

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Agile or spiral approach

A program can be built by doing small amounts of each SDLC phases in sequence, then repeating.

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Universal Modeling Language

Modeling language for software design that uses different types of diagrams to visualize the structure and behavior of programs.

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Use Case Diagram

Behavioral diagram used to visually model how a user interacts with a software program.

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compiled language

A program written in a compiled language is first converted by a tool (compiler) into machine code, which can run on a particular machine. Ex. C, C++, and Java.

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Interpreted Language

A language that is run one statement at a time by another program called an interpreter. Ex. Python, Javascript, C#.

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object-oriented language

Supports decomposing a program into objects.

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library

A set of pre-written functions that carry out common tasks, that a programmer can use to improve productivity.

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TERM

Analysis

DEFINITION

First step in the waterfall approach. Defines a program's goals.

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TERM

Design

DEFINITION

The second step in the waterfall approach of SDLC. Defines specifics of a program.

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TERM

Implementation

DEFINITION

The third step of the waterfall approach. Involves writing the program.

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TERM

Testing

DEFINITION

The fourth step of the waterfall approach. Checks that the programs correctly meets the goals.

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interpreter

used to run a program's statements

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binary number

using base two numbers, 0 and 1

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Use Case

describes a singular goal of one user and briefly outlines how they will accomplish the goal

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class diagram

models the objects of a program

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sequence diagram

interaction between software components and order of events

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activity diagram

a flowchart of an activity (loop, function, etc.) within the program

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structural diagrams

UML diagrams used to design static elements of a program

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behavioral diagrams

UML diagrams used to design dynamic elements of a program