2.2.1 Programming Techniques Flashcards

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1
Q

Algorithm

A

A set of rules or a sequence of steps specifying how to solve a problem

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2
Q

Programming constructs

A

Sequencing
Selecting
Iteration

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3
Q

Variables

A

Identifiers given to memory locations whose contents will change during the course of the program

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4
Q

Global variable

A

A variable that can be used anywhere in the program

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5
Q

Local variable

A

Can only be used within the subroutine in which it is declared

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6
Q

Selection

A

Decisions made that determine the execution

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7
Q

Sequence

A

All lines are executed in order

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8
Q

Iteration

A

Code is repeated/looped until specific conditions are met

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9
Q

Subroutine

A

A named block of code which performs a specific task within a program

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10
Q

By value

A

It’s actual value is passed into the subroutine

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11
Q

By reference

A

The address is passed into the subroutine

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12
Q

Modularity

A

Breaking down large tasks into small subtasks.

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13
Q

Recursion

A

A subroutine that is defined in terms of itself

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14
Q

Parameter

A

Data structures passed into a procedure or function

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15
Q

IDE (integrated development environment)

A

A software package that helps write the code easily

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16
Q

Procedural programming

A

High level languages such as Basic and Pascal

17
Q

Debugging

A

Removing errors from code
Syntax, logic and run-time

18
Q

Classes

A

A blueprint or template for an object. It defines the attributes and behaviours(methods) of object within the class

19
Q

Constructor

A

Used to create object in a class

20
Q

Instantation

A

The creation of a new object

21
Q

Encapsulation

A

Bundling data and actions in a class

22
Q

Inheritance

A

Where a new class is formed by inheriting all the methods and attributes of another

23
Q

Polymorphism

A

A programming languages ability to process objects differently depending on their class