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A collection of vocabulary terms covering the history, types, generations, and fundamental concepts of programming as introduced in Chapter 1.
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Programming Language
A formal way to give instructions to a computer so it can perform specific tasks like calculations, data processing, or controlling machines.
Machine Code (1940s)
The lowest level of language consisting of binary (0s and 1s), representing the first direct communication with hardware.
FORTRAN (1957)
The first high-level language, used primarily for scientific and mathematical computations.
COBOL (1960s)
A business-focused programming language with an English-like syntax for data processing.
C (1970s)
A powerful structured programming language that is close to hardware but remains readable.
C++ (1980s)
An Object-Oriented Programming language that added classes and reusable code to the C language.
Python (1990s)
A simple and readable language used in automation, AI, and education.
Java (1990s)
A programming language popular for web and enterprise applications.
JavaScript (2000s)
A programming language primarily used for web development.
Swift (2000s)
A programming language used for developing iOS and macOS applications.
Rust (2010s)
A language designed for safe systems programming.
Kotlin (2010s)
A modern language used for Android development.
Machine Language
The lowest-level programming language made up of binary (0s and 1s); it is the only language a CPU can understand directly.
Assembly Language
A low-level programming language that uses mnemonics like MOV, ADD, and JMP to represent machine instructions.
High Level Language
A programming language easy for humans to read and write using words and symbols closer to English or math, such as C++, Python, or Java.
Procedural Programming
A programming paradigm that structures a program by breaking it down into procedures or blocks of code called in a specific order.
Object-oriented Programming
A programming paradigm based on "objects" which contain both data (attributes) and code (methods) to model real-world entities.
Event-driven Programming
A programming paradigm where the flow of execution is determined by events such as user actions, system messages, or sensor outputs.
First Generation Language (1GL)
The lowest level of language using vacuum tubes and binary digits (0 for "off" and 1 for "on").
Second Generation Language (2GL)
Known as symbolic language, it uses transistors and mnemonic codes like A for ADD and S for SUM.
Third Generation Language (3GL)
Procedural languages using integrated circuits and translated by a compiler or interpreter, such as C, C++, or BASIC.
Fourth Generation Language (4GL)
A non-procedural query language using microprocessors, often used for database tasks with English-like statements (e.g., SQL, PROLOG).
Fifth Generation Language (5GL)
A knowledge-based language using Artificial Intelligence that translates human instructions into machine code.
Programmer
A person who writes, tests, and maintains software and programs that instruct the computer on what to do.
Program
A series of coded software instructions to control the operation of a computer or other machine.
Programming
The process of designing, writing, testing, debugging, and maintaining the source code of computer programs.
Assembler
A program that turns symbols from assembly language into machine instructions.
Compiler
A program that transforms source code written in a programming language into another computer language.
Interpreter
A program that executes instructions written in a high-level language line by line.
Algorithm
A sequence of instructions for solving a problem, written in human language, that follows a correct procedure.
Sequential Construct
The default control structure where instructions are executed one after another in the order they are written.
Conditional Pattern
A control structure that allows an algorithm to make decisions and choose different paths based on specific conditions.
Iterational Pattern
A control structure that repeats a block of instructions multiple times until a specific condition is met.
Flowchart
A graphical representation of data, information, and workflow using specific symbols connected by flow lines.
Terminal Symbol
An oval symbol in a flowchart that indicates the beginning and end of the process.
Input/Output Symbol
A parallelogram symbol in a flowchart used to receive/read values or display values.
Process Symbol
A rectangle symbol in a flowchart that indicates operations or processes involved.
Decision Symbol
A diamond symbol in a flowchart used to execute a test and branch the program flow based on the result.
Connector Symbol
A small circle symbol used to show a continuing flowchart on the same page.
Pseudocode
An informal, English-like description of a program's flow used for creating outlines or drafts without strict syntax rules.