Unit 1: Programming Concepts

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/27

flashcard set

Earn XP

Description and Tags

Vocabulary terms and definitions from Unit 1: Programming Concepts, covering software development, programming life cycles, system elements, and paradigms.

Last updated 2:50 PM on 7/26/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

28 Terms

1
New cards

Software

A collection of codes that instructs the computer on what it will do; also known as a computer program.

2
New cards

Program codes

The lists of instructions that tell a computer what tasks to perform.

3
New cards

Coding

The process of typing program codes into a computer to instruct its behavior.

4
New cards

Programmers

The people who write and develop program codes.

5
New cards

System Programmers

People who create and maintain programs involved in the computer’s basic operating functions like operating systems, utilities, and device drivers.

6
New cards

Application Programmers

The people who create and maintain programs with specific functions like Point Of Sale (POS) programs or payroll generators.

7
New cards

Hardware

The tangible, physical components of a computer system, such as the CPU, keyboard, and LCD screen.

8
New cards

Planning

The first step in programming that revolves around determining requirements and setting the processes to achieve goals.

9
New cards

Analysis

The programming stage where precise objectives are determined to create a solution to a presented problem.

10
New cards

Output

The material or manipulated data generated by a program and sent back to the user.

11
New cards

File

A collection of information stored by name that may contain data, a program, or a document.

12
New cards

Input

The raw data, information, or signals (like mouse clicks) that a program requires to produce desired results.

13
New cards

Process

A mechanism used for converting input into output.

14
New cards

Design

The stage of creating a solution using modeling tools like flowcharts and algorithms.

15
New cards

Development

The step where the design is translated into a program by writing computer instructions (coding).

16
New cards

Bugs

The term used for computer errors found within a program's solution.

17
New cards

Debugging

The process of identifying, eliminating, or correcting computer errors.

18
New cards

Documentation

Materials created to describe the entire development process for the purpose of future reference.

19
New cards

Data

Raw values kept in a program that have not yet been subjected to any manipulation.

20
New cards

Operations

The manipulation of data through assignment, mathematical functions like ×\times, //, or modulo, and logical operators like OR (||), NOT (!!), and AND (&&).

21
New cards

Branching

Also known as conditional execution; codes that require a comparison or condition to be met before the program executes specific instructions.

22
New cards

Loops

A structure that executes a set of instructions repeatedly until a specific condition evaluates to false.

23
New cards

Subroutines

Specific sets of instructions or methods executed by calling their names throughout a program to manipulate small pieces of data.

24
New cards

Programming Paradigms

The various styles or methodologies of programming used by a programmer to develop a project.

25
New cards

Procedural Paradigm

A programming style where codes are executed line by line in a specific sequential order without skipping statements.

26
New cards

Modular Paradigm

The practice of breaking a large, complex program into smaller, simpler, and more manageable code segments.

27
New cards

Data Abstraction

A paradigm that hides the specific attributes of data to make it appear more compound than primitive.

28
New cards

Object-Oriented Programming

A methodology that represents concepts as "objects" which possess specific attributes and methods.