Computer 11th Grade (2nd Partial)

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Sorting algorithms

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57 Terms

1

Sorting algorithms

Algorithms used to sort data in a particular format, such as Bubble Sort and Insertion Sort.

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2

Searching algorithms

Algorithms used to find a specific value or record, such as Linear Search and Binary Search.

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3

Graph Algorithms

Algorithms used to solve problems like finding the shortest path between cities or the traveling salesman problem.

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4

Bubble Sort

A simple sorting algorithm that compares adjacent elements and swaps them if they are in the wrong order.

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5

Insertion Sort

A simple sorting algorithm that builds up the final sorted array one item at a time by comparing each new item to the items that have already been sorted.

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6

Selection Sort

A simple sorting algorithm that repeatedly selects the minimum element from the unsorted part of the array and moves it to the end of the sorted part.

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7

Merge Sort

A divide-and-conquer sorting algorithm that works by dividing the unsorted list into sub-lists, sorting each sub-list, and then merging them back into a single sorted list.

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8

Quick Sort

A divide-and-conquer sorting algorithm that works by selecting a "pivot" element and partitioning the other elements into two sub-arrays based on whether they are less than or greater than the pivot. The sub-arrays are then sorted recursively.

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9

Algorithm

A well-defined sequential computational technique that accepts input and produces the output needed to solve a problem.

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10

Efficiency

The ability of an algorithm to perform tasks quickly and accurately, making it useful for tasks that require a lot of calculations or data processing.

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11

Consistency

The property of an algorithm to produce consistent results every time it is executed, which is important when dealing with large amounts of data or complex processes.

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12

Scalability

The ability of an algorithm to handle large datasets or complex problems, making it useful for applications that require processing large volumes of data.

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13

Automation

The ability of an algorithm to automate repetitive tasks, reducing the need for human intervention and freeing up time for other tasks.

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14

Standardization

The ability of an algorithm to be standardized and shared among different teams or organizations, making it easier for people to collaborate and share knowledge.

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15

Flowchart

A visual representation of the steps or actions in an algorithm, using symbols to represent different operations or decisions.

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16

Expression

A legal grouping of letters, symbols, and numbers used to represent the value of one or more variables in a programming language.

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17

Framework

A foundation with a specified level of complexity that can be altered by the programmer, providing a favorable environment for a certain type and level of programming for a project.

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18

Hardcode

Code that is not likely to change and is built into hardware or software in such a way that it cannot be modified later on.

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19

Loop

A sequence of instructions that repeat the same process until a condition is met and it receives the order to stop.

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20

Endless loop

A continuous repetition of a program snippet that is everlasting, usually caused by conditional operators or functions redirecting the code back to the snippet.

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21

Iteration

A single pass through a set of operations that deal with code, often achieved through loops.

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22

Keywords

Reserved words in a programming language that have special meaning and are used to perform certain tasks or functions.

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23

Operand

Objects that can be manipulated using different operators in an expression.

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24

Operator

Objects that manipulate operands in an expression, performing actions such as addition, subtraction, or comparison.

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25

Variable

A location that stores temporary data within a program and can be modified, stored, and displayed as needed.

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26

Pointer

A variable that contains the address of a location in the memory, often used to improve the performance of a program.

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27

High-level language

A programming language that allows developers to write programs irrespective of the type of computer, but needs to be compiled into machine language for the computer to understand.

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28

Low-level language

A language that is very close to machine language and provides little abstraction of programming concepts.

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29

Machine language

The lowest-level programming language consisting of binary digits or bits that are read by computers, understood only by machines.

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30

Markup language

A relatively simple language used to format the overall view of a page and its contents, specifying codes for formatting within a text file.

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31

Package

An organized module of related interfaces and classes used to organize classes that belong to the same category or provide related functionality.

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32

Runtime

The time period during which a program is running on a computer, part of the life cycle of the program.

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33

Backend

Tasks performed in the background by a program or software, not directly visible to the user.

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34

Front-end

The user interface of a computer or device, designed to be easy to use and navigate.

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35

Server-side:

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36

Algorithm

A set of instructions or rules designed to solve a definite problem.

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37

Flowchart

A diagram that shows the sequential steps of a process and the decisions needed to make the process work.

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38

Program

An organized collection of instructions that, when executed, perform a specific task or function.

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39

API

Application Programming Interface, a set of rules, routines, and protocols to build software applications.

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40

Argument

A value that is passed into a command or a function.

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41

ASCII

American Standard Code for Information Interexchange, a standard that assigns letters, numbers, and other characters different slots in the 8-bit code.

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42

Boolean

An expression used for creating statements that are either TRUE or FALSE.

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43

Bug

An unexpected error or defect in hardware or software that causes it to malfunction.

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44

Char

A display unit of information equal to one alphabetic letter or symbol.

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45

Objects

A combination of related variables, constants, and other data structures that can be selected and manipulated together.

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46

Object-Oriented Programming

A programming model that revolves around objects and data rather than 'actions' and 'logic'.

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47

Class

A set of related objects with common properties.

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48

Code

A written set of instructions, written using the protocols of a particular language.

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49

Command-line interface

A user interface based on text used to view and manage computer files.

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50

Compilation

The process of creating an executable program through code written in a compiled programming language.

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51

Conditionals

Features of a programming language that help the code make a choice and result in either TRUE or FALSE.

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52

Constants

Values that do not change throughout the execution of the program.

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53

Data types

The classification of a particular type of data.

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54

Array

Lists or groups of similar types of data values that are grouped together.

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55

Declaration

A statement that describes a variable, function, or any other identifier.

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56

Exception

A special, unexpected, and anomalous condition encountered during the execution of a program.

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57

Algorithm

We give input to the box and it gives us the output we need but the procedure that we might need to know behind the conversion of input to desired output is an…

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