4.1 General Principles Flashcards
Sub-procedures
A series of commands that perform a task.
(eg. p184
Top-Down Design
Process of breaking down each problem into smaller ones until they can be dealt with individually
Identifier
The number that is used by the programmer to uniquely identify a variable
Alternate Decisions
different options that are available to a decision-maker when faced with a particular problem or situation
Alternate Procedures
the different methods or steps that can be used to arrive at a decision
Cause (Conditions)
Refers to a specific set of conditions or events that lead to a particular outcome or problem.
Effects (Actions)
the actions or consequences that result from a given situation
Iteration
The process of repeating a series of instructions
Can be expressed using the:
–> “from to loop”
–> “while loop”
Conditional Statement
Performs different instructions depending on a Boolean Test
(eg. if-then-else conditional statement)
When an “If” is used in an algorithm a Boolean is evaluated. If the condition is true, the consequent statements will be executed. Otherwise the execution continues to the alternative statement
(eg. p188-189)
Logical Rules/ Rules of Interference
Programming and algorithmic thinking involves the translation of these rules into algorithms.
Input
Something that put into a program
Output
Something that is produced by the program after the process
Pre-planning
The process of planning something in advance
Gantt Chart
Type of Bar chart
Used for project schedule and project management, shows all activities, tasks and events against time.
Pre-fetching
Getting data or instructions from memory into the cache before they are actually needed.