Fundamentals of Programming – Vocabulary Flashcards

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Vocabulary flashcards covering core terms from Lesson 1 of Fundamentals of Programming, including hardware/software, input-processing-output, memory types, programming concepts, pseudocode, flowcharts, and programming paradigms.

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32 Terms

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Hardware

The physical devices that make up a computer system (e.g., keyboards, mice, printers); comes in sizes from mainframes to embedded devices.

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Software

Computer instructions that tell hardware what to do; programs written by programmers; can be bought or written.

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Input

Data items that enter the computer and are placed in memory; input devices include keyboards and mice; data can be text, numbers, images, sounds.

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Processing

Operations on data (sorting, checking, calculations) performed by the CPU; may involve multiple processors.

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Output

Processed information sent to devices like printers or monitors; can also be stored for later use.

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CPU (Central Processing Unit)

The hardware component that performs processing tasks; may be multiple CPUs in some devices.

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RAM (Random Access Memory)

Volatile internal storage that holds running programs and data for quick access.

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Nonvolatile storage

Permanent storage that retains data when power is lost (e.g., hard drives, flash memory, cloud storage).

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Source code

Programming language statements written by the programmer; the text you write.

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Object code

Machine-language instructions produced after translating source code.

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Compiler

Software that translates source code into machine language and detects syntax errors.

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Interpreter

Software that translates and runs code, often translating as the program executes.

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Programming language

A language used to write computer instructions (e.g., Java, C++, Visual Basic); requires syntax rules.

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Syntax

The rules governing word usage and punctuation in a programming language.

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Syntax errors

Mistakes in language usage that prevent translation; typically flagged by a compiler or interpreter.

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Text editor

A program used to create simple text files (e.g., Notepad); lightweight and low on disk space.

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Integrated Development Environment (IDE)

A package with editor, compiler, debugger, and tools; provides features like syntax highlighting and debugging.

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Graphical User Interface (GUI)

A graphical environment for user interaction; input via text boxes, buttons, or pointing devices.

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Command line

A text-based interface where users type commands to interact with the OS.

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Pseudocode

An English-like representation of the steps to solve a problem; planning tool not bound to exact syntax.

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Flowchart

A visual representation of the steps in a program, using shapes and arrows to show flow.

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Flowchart symbols

Parallelogram for input/output, rectangle for processing; I/O symbol often used for both input and output.

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Start/stop (terminal) symbols

Markers at the beginning and end of a flowchart or pseudocode, often racetrack-shaped.

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Module

A named section of code with a return, used to organize programs.

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Algorithm

The sequence of steps or rules used to solve a problem.

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Desk-checking

Manually tracing the logic on paper before coding to verify correctness.

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Program Development Cycle

Seven-step process: understand the problem, plan the logic, code, translate, test, production, maintenance.

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Sentinel value

A preselected dummy value used to signal the end of input (e.g., 0, 999); may be eof.

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eof (end of file)

Marker indicating the end of data in a file; used as a sentinel in some contexts.

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Procedural programming

A paradigm focusing on procedures (actions) performed on data.

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Object-oriented programming

A paradigm focusing on objects with attributes and behaviors to build applications.

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Terminal symbol

The start/stop symbol in a flowchart, used to mark the beginning and end of the flow.