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input
A program gets data, perhaps from a file, keyboard, touchscreen, network, etc.
process
A program performs computations on that data, such as adding two values like x + y.
Output
A program puts that data somewhere, such as to a file, screen, network, etc.
variable
Used by programs to refer to data. It is a named item, used to hold a value.
flowchart
A graphical language for creating computer programs.
Program
A list of statements, each statement carrying out some action and executing one at a time.
Run, execute
Words for carrying out a program's statements.
String literal
Text (characters) within double quotes.
Characters
Any letter (a-z, A-Z), digit (0-9), or symbol (~, !, @, etc.).
newline
Special two-character sequence \n whose appearance in an output string literal causes the cursor to move to the next output line.
comment
Text a programmer adds to a program, to be read by humans (other programmers), but ignored by the program when executing.
Moore's Law
Engineers have reduced switch sizes by half about every 2 years.
bit
A single 0 or 1.
byte
Eight bits. Ex. 11000101
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.
Pseudocode
Text that resembles a program in a real programming language but is simplified to aid human understanding.
assignment statement
Assigns a variable with a value, such as X=5.
variable declaration
declares a new variable, specifying the variable's name and type.
integer
Variable type that can hold whole numbers.
Expression
Can be a number, a variable name (numApples), or a simple calculation like (numApples + 1).
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.
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.
Naming conventions
A set of style guidelines defined by a company, team, teacher, etc., for naming variables.
Lower camel case
Capitalize each word except the first, as in numApples.
Operator
A symbol that performs a built-in calculation, like the + which performs addition.
Precedence rules
An expression is evaluated using the order of standard mathematics.
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.
floating-point number
Refers to the decimal point being able to appear anywhere ("float") in the number. Ex. 98.6, 0.0006.
Floating-point literal
A number with a fractional part, even if that fraction is 0.
Infinity or -Infinity
Dividing a nonzero floating-point number by zero.
Not a number
Indicates an unrepresentable or undefined value.
Function
A list of statements executed by invoking the function's name, with such invoking know as a function call.
Arguments
Any function input values that appear within ( ), and are separated by commas if more than one.
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.
Divide-by-zero error
Occurs at runtime if a divisor is 0, causing a program to terminate.
Type conversion
A conversion of one data type to another, such as an integer to a float.
modulo operator
evaluates to the remainder of the division of two integer operands. Ex: 23 % 10 is 3.
constant
A named value item that holds a value that cannot change.
Array
A special variable having one name, but storing a list of data items, with each item being directly accessible.
Element
Each item in an array.
Index
Each element's location number of an array.
Branch
A sequence of statements only executed under a certain condition.
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.
Nested branches
The nested branches can take on various forms, and the if-else branches may even use different variables.
Equality operator
Checks whether two operands' values are the same (==) or different(!=).
Boolean
Type that has just two values: true or false.
relational operator
Checks how one operand's value relates to another. For example, >=.
logical operator
Treats operands as being true or false, and evaluates to true or false.
Epsilon
The difference threshold indicating that floating-point numbers are equal.
Loop
A program construct that repeatedly executes the loop's statements (known as loop body).
Iteration
Each time through a loop's statement.
Sentinel value
Special value indicating the end of a list, such as a list of positive integers ending with 0.
while loop
A loop that repeatedly executes the loop body while the loop's expression evaluates to true.
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.
function definition
Consists of the new function's name and block of statements.
Nested Loop
Loop that appears in the body of another loop.
do-while loop
Loop that first executes the loop body's statements, then checks the loop condition.
parameter
A function input specified in a function definition.
function
A named list of statement
function call
An invocation of a function's name, causing the function's statements to execute.
Argument
A value provided to a function's parameter during a function call.
Return variable
A function may return one value and does so by assigning a return variable with the return value.
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.
Incremental Dev
A process in which a programmer writes and tests a few statements, then writes and tests a small amount more.
return statement
Statement that returns the specified value and immediately exits the function.
algorithm
Sequence of steps that solves a program, generating correct output for any valid input values.
Algorithm time efficiency
The number of calculations required to solve a problem.
Systems development life cycle (SDLC)
Analysis Phase, Design Phase, Implementation phase, testing phase
Waterfall Approach
Carrying out the SDLC phases in sequence.
Agile or spiral approach
A program can be built by doing small amounts of each SDLC phases in sequence, then repeating.
Universal Modeling Language
Modeling language for software design that uses different types of diagrams to visualize the structure and behavior of programs.
Use Case Diagram
Behavioral diagram used to visually model how a user interacts with a software program.
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.
Interpreted Language
A language that is run one statement at a time by another program called an interpreter. Ex. Python, Javascript, C#.
object-oriented language
Supports decomposing a program into objects.
library
A set of pre-written functions that carry out common tasks, that a programmer can use to improve productivity.
TERM
Analysis
DEFINITION
First step in the waterfall approach. Defines a program's goals.
TERM
Design
DEFINITION
The second step in the waterfall approach of SDLC. Defines specifics of a program.
TERM
Implementation
DEFINITION
The third step of the waterfall approach. Involves writing the program.
TERM
Testing
DEFINITION
The fourth step of the waterfall approach. Checks that the programs correctly meets the goals.
interpreter
used to run a program's statements
binary number
using base two numbers, 0 and 1
Use Case
describes a singular goal of one user and briefly outlines how they will accomplish the goal
class diagram
models the objects of a program
sequence diagram
interaction between software components and order of events
activity diagram
a flowchart of an activity (loop, function, etc.) within the program
structural diagrams
UML diagrams used to design static elements of a program
behavioral diagrams
UML diagrams used to design dynamic elements of a program