CC103 Computer Programming 1 - Introduction to Programming and Program Logic

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Vocabulary flashcards covering key terms and concepts from the lecture notes on programming and program logic.

Last updated 4:28 PM on 9/2/25
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51 Terms

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Programming

The process of designing a structured plan and translating it into a sequence of actions to solve a problem, using appropriate tools to produce a complete and functional solution.

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Computer Programming

The process of planning and writing a sequence of instructions in logical order for a computer to execute, converting data into information to build a solution.

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Data Processing Cycle

The set of steps a computer follows to receive data, process it, display results, and store the results (also called the Information Processing Cycle).

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Understanding the Problem

The first step: clearly define what you want to do, including input, processing, and output requirements.

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Develop the Solution

Creating detailed plans and a plan of what is to be done and when, using tools like algorithms/pseudocode, flowcharts, and structure charts.

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Implementation

Writing the source code based on the detailed design of the solution.

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Testing

The process of finding and correcting errors in a program (debugging); involves tracing how data moves and is processed.

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Bug

An error in a program.

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Debugging

The process of finding and fixing errors in a program.

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Black Box Testing

Testing the program without knowledge of its internal structure; test plans are based on requirements.

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White Box Testing

Testing the program with knowledge of its internal structure to ensure every instruction and possible condition is tested.

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Flowchart

A diagrammatic representation of the sequence of operations to solve a problem.

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Flowcharting Symbols

Shapes used in flowcharts (e.g., Terminal, Input/Output, Process, Decision, Connectors, Predefined Process).

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Terminal

A flowchart symbol representing the Start or End point.

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Input/Output

A flowchart symbol representing data input or data output.

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Process

A flowchart symbol representing a processing step or operation.

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Decision

A flowchart symbol representing a conditional test that directs flow based on yes/no outcomes.

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On-page Connector

A flowchart symbol used to connect flow on the same page.

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Off-page Connector

A flowchart symbol used to connect flow to another page.

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Predefined Process

A flowchart symbol representing a named, reusable process.

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Flowchart Guidelines

Rules for flowchart construction, such as starting with START, ending with END, and connecting symbols with arrows.

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Documentation

Documentation that accompanies a finished program, including requirements, operating system, and hardware needs.

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Maintenance

Updating or refining a program to keep it running smoothly and current with changes in its field.

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Programming Languages

A vocabulary and grammar for instructing a computer to perform tasks; includes keywords and syntax.

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Syntax

The set of grammatical rules for writing statements in a programming language.

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Semantics

The meaning associated with a statement or code within a programming language.

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Compilers

Programs that translate a high-level language into machine code before execution.

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Interpreters

Programs that translate and execute high-level instructions at runtime.

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Source Program

The original program written in a high-level language.

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Object Program

The machine language version of a program (machine code) ready to run.

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Compiler (in general)

A tool that converts source code to machine language (object code) for execution.

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Procedural Programming

A programming paradigm that uses a sequence of instructions and procedures; also called imperative programming or top-down programming.

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Object-Oriented Programming (OOP)

A paradigm where computations are performed using objects that have data (attributes) and methods (behaviors).

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Object

An element of a program that contains data and can perform actions; an instance created from a class.

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Method

A function defined within a class that operates on the object's data.

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Class

A blueprint for creating objects; defines attributes and methods; an object is an instance of a class.

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Algorithm

A set of well-defined instructions to solve a problem, taking input and producing output.

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Pseudocode

A plain-English, simplified representation of an algorithm used before actual coding.

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Initialization

Setting initial values before a loop begins.

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Input

Data collected by a program for processing.

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Process

The transformation or computation that converts input into output.

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Output

The result produced after processing the input.

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Sum

The result of adding two or more numbers.

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Average

The mean value computed from a set of numbers (e.g., (num1 + num2) / 2 for two numbers).

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Flowchart Tracing

Following the flow of inputs through a flowchart to determine the outputs.

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Repetition/Iteration/Loop

A control structure that repeats a block of code until a condition is met; includes count-controlled and condition-controlled loops.

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Count-controlled loop

A loop that runs a fixed number of times based on a counter.

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Condition-controlled loop

A loop whose iterations depend on a condition, not a fixed count.

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Selection/Conditional

A control structure that executes different code blocks based on a condition (if/else).

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Sequence logic

A linear flow where steps are executed in order, each once.

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Modular/Procedural

Divide-and-conquer approach: breaking a task into smaller predefined processes or modules.

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