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These flashcards cover the fundamental principles of Object Oriented Programming (OOP), computer languages, translators, and the differences between programming paradigms as per the lecture transcript.
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Low Level Languages
Cryptic computer languages where the computer recognizes instructions without converting them into any other form; they are not directly understood by users.
Machine Language
A form of computer language in which instructions are coded in binary digits (bits), specifically in the form of zeroes and ones (0s and 1s).
Machine Code / Object Code
The form of binary instructions (0s and 1s) that is directly operated on by the CPU and does not need to be transformed.
Assembly Language
A machine-dependent language in which instructions are coded in terms of mnemonics and op-codes.
Mnemonics
Abbreviated forms of instructions used to write a program in assembly language, such as LD A or HLT.
Op-codes
The numeric codes of instructions that are actually fed to the computer for execution.
High Level Language (HLL)
A machine-independent category of languages that uses simple English phrases, common English words, and mathematical symbols to write instructions.
Language Translator
A computer program that translates programs written in high level or assembly language into their equivalent machine code.
Compiler
A software that reads the whole program written in a high level language at a time and produces machine code after checking the entire program for syntax errors.
Source Code / Source Program
The program written in high level or assembly language used by a translator for conversion.
Interpreter
Software that converts high level language instructions into machine language line by line or statement by statement.
Language Processors
A term used to refer to compilers and interpreters as system softwares.
Assembler
A software that converts a program coded in assembly language into machine language by generating instructions from mnemonics, symbols, and literals.
Structure Oriented Programming Language
A language approach that uses modular structures, including selective control flow, looping blocks, and subroutines to improve program development (e.g., ALGOL, PASCAL).
Procedure Oriented Programming (POP)
A programming approach where instructions are organized into groups known as functions, emphasizing logical steps over data items.
Object Oriented Programming (OOP)
A modular approach that standardizes programs by creating partitioned memory areas for both data and functions, decomposing problems into entities called objects.
Real World Object
An entity used in day to day life that possesses characteristics (physical parts or specifications) and behavior (purpose or function).
Software Object
An object created in a program where the real-world characteristics and behaviors are represented as data members and member methods respectively.
Object
A unique entity containing data and functions together in an OOP language.
Class
A template, blueprint, or prototype for similar type of objects that defines common attributes and behavior.
Data Abstraction
The act of representing essential features without knowing the background details or internal mechanism.
Inheritance
The process where one class (sub-class/derived class) acquires the properties of another class (super class/base class).
Reusability
A feature of inheritance where elements performing specific tasks in a base class are used to perform tasks in a derived class.
Polymorphism
An OOP principle that allows the user to use a single function or method for multiple purposes.
Function Overloading
A technique to use a number of functions with the same name but having different parameters.
Encapsulation
The system of wrapping data and functions into a single unit (object) to restrict free flow and ensure data security.