[Week 3] Fundamentals of Programming

0.0(0)
studied byStudied by 1 person
GameKnowt Play
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/86

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

87 Terms

1
New cards

Variables

Named memory locations holding varying contents over time.

2
New cards

Constants

Values that do not change during program execution.

3
New cards

Data Types

Classifications describing values, storage, and operations on data items.

4
New cards

Numeric Data

Consists of numbers, possibly with decimals or signs.

5
New cards

String Data

Nonnumeric data items used in text processing.

6
New cards

Unnamed Constants

Values without identifiers like variables.

7
New cards

Declaration

Statement specifying data type, identifier, and optionally, initial value for a variable.

8
New cards

Type-Safety

Feature in some languages preventing incorrect data type assignments.

9
New cards

Identifier

Name chosen by the programmer for a program component.

10
New cards

Type-Specific Variables

Variables intended for numeric or string data.

11
New cards

Variable

Named memory locations holding changing values for calculations.

12
New cards

String Constants

Alphanumeric values enclosed in quotation marks.

13
New cards

Numeric Constants

Numbers that remain constant during program execution.

14
New cards

Memory Storage

Location where data items are stored for processing.

15
New cards

Data Type Classification

Description of values, storage, and operations for a data item.

16
New cards

Variable Declaration

is a statement that reserves a named memory location and includes a data type, an identifier, an optional assignment operator and assigned value, and an ending semicolon.

17
New cards

Type-Safe Languages

Languages preventing incorrect data type assignments.

18
New cards

Identifier Naming Rules

Guidelines for creating names for program components.

19
New cards

20
New cards

Type-Safe Data Assignment

Assigning data items to variables of correct data type.

21
New cards

Variable Identifier

Name associated with a specific memory address in a program.

22
New cards

Variable Declaration Components

These are components that include data type, identifier, and optional initial value in a variable statement.

23
New cards

Numeric Variable

Variable intended to hold numerical values for arithmetic operations.

24
New cards

String Variable

Variable holding text and special characters, not intended for arithmetic operations.

25
New cards

Reserved Keywords

Words not allowed as variable names due to language syntax

26
New cards

Variable Name Length

Limits vary; newer languages often allow virtually unlimited lengths

27
New cards

Case Sensitivity

Identifiers differ based on case in modern languages

28
New cards

Variable Naming Conventions

Consistent naming improves program readability

29
New cards

Variable Naming Rules

1. One word only, 2. Starts with a letter, 3. Meaningful

30
New cards

Identifier Clarity

Descriptive names aid program comprehension and maintenance

31
New cards

Variables

are named memory locations

32
New cards

Assignment Operator

Symbol for assigning values; always operates from right to left, which means that it has right-associativity or right-to-left associativity

33
New cards

Binary Operator

Requires two operands for operation

34
New cards

Lvalue

Result to the left of an assignment operator; always a memory address

35
New cards

Initializing Variables

Assigning a starting value to a declared variable

36
New cards

Garbage Value

Unknown value in an uninitialized variable

37
New cards

Named Constant

Values assigned once and remain constant throughout the program

38
New cards

Named Constant

A constant variable with a recognizable identifier and unchangeable value

39
New cards

Magic Number

An unnamed constant with unclear purpose, like 0.06

40
New cards

Arithmetic Operators

Symbols used in programming to perform mathematical operations

41
New cards

Precedence

Order in which operations are carried out in an arithmetic statement

42
New cards

Associativity

Direction in which operations with the same precedence are evaluated

43
New cards

Integer Data Type

Numeric data type for whole numbers in programming

44
New cards

Floating-Point Data Type

Numeric data type for numbers with decimal places in programming

45
New cards

Unary Operator

Operator that requires only one operand

46
New cards

Literal

Directly written value in code, like 0.06

47
New cards

Program Translation

Process of converting code into machine language

48
New cards

Program Maintenance

Process of updating and managing a program over time

49
New cards

Machine Language

Low-level language directly understood by a computer

50
New cards

Expression

A combination of variables, operators, and values that represents a single result value.

51
New cards

Parentheses

Symbols used to group expressions and control the order of operations

52
New cards

Conversion

Process of changing data from one type to another

53
New cards

Logical Error

Error in program logic that causes unexpected behavior

54
New cards

Binary Number System

Number system with base 2, using 0s and 1s

55
New cards

Decimal Number System

Number system with base 10, using digits 0-9

56
New cards

Hexadecimal Number System

Number system with base 16, using digits 0-9 and A-F

57
New cards

Octal Number System

Number system with base 8, using digits 0-7

58
New cards

Bitwise Operator

Operator that performs operations on individual bits

59
New cards

Truncated

Decimal portion of the result is cut off

60
New cards

Modulo Operator

Returns the remainder after division of two integers

61
New cards

Even Number

Number with a remainder of 0 when divided by 2

62
New cards

Odd Number

Number with a remainder of 1 when divided by 2

63
New cards

Module

Smaller unit in programming, like subroutine or function

64
New cards

Abstraction

Process of focusing on important properties, ignoring details

65
New cards

Functional Decomposition

Breaking down a program into modules

66
New cards

Main Program

Executes modules by calling them

67
New cards

Modularization

Breaking down a program into modules

68
New cards

Abstraction

Enables focusing on important details, ignoring nonessential

69
New cards

High-Level Programming Languages

Uses English-like vocabulary, abstracting low-level details

70
New cards

ComputeFederalWithholdingTax()

Example of a module name for a payroll program

71
New cards

Reusability

Ability to use modules in multiple programs

72
New cards

Reliability

Assurance that a module functions correctly

73
New cards

Stand-Alone Modules

Functional components that can be used independently

74
New cards

Mainline Logic

Basic steps in the main program of a software

75
New cards

Module Header

Includes module identifier and necessary identifying information

76
New cards

Module Body

Contains all statements in the module

77
New cards

Return Statement

Marks the end of the module and identifies the point of control return

78
New cards

Module Naming

Follows rules similar to variable naming, often with parentheses

79
New cards

Chained Calls

Modules calling other modules in a sequence

80
New cards

Flowchart Symbol

Rectangle with a bar across the top used to call a module

81
New cards

Encapsulation

Containing instructions within a module

82
New cards

Functional Cohesion

Degree to which statements in a module contribute to the same task

83
New cards

Local Variables

Declared within a module and usable only within that module

84
New cards

Global Variables

Declared at the program level and known to the entire program

85
New cards

Housekeeping Tasks

Initial steps in a program like variable declarations and displaying instructions

86
New cards

Detail Loop Tasks

Core work of the program executed repeatedly for each set of input data

87
New cards

End-of-Job Tasks

Steps taken at the end of the program to finish the application