AP comp sci big data #3 Flashcards

memorize

1
Q

A group of programming instructions. They’re also known as methods or functions, depending on the programming language. You can use a procedure to use the same set of instructions, again and again, without having to rewrite it into your code.

A

Procedure

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2
Q

An individual value in a list.

A

Element

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3
Q

The details of how a procedure works are abstracted away. You only need to know the name of the procedure, the number and type of parameters, and the output to expect.

A

Procedural Abstraction

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4
Q

Attaching two things side-by-side, frequently strings.

A

Concatenation

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5
Q

Contains specifications for how the procedures in a library behave and can be used.

A

API (Application Program Interface)

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6
Q

computer programs separated into sub-programs

A

Modularity

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7
Q

The efficiency of algorithms deals with the resources needed to run it in terms of how long it will take and how much memory will be needed.

A

Portability

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8
Q

A simplified programming language.

A

Pseudocode

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9
Q

A problem that has a yes or no answer

A

Decision Problem

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10
Q

A statement that returns only one value.

A

Expression

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11
Q

Go through, a list

A

Traverse

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12
Q

+, -, *, /, %

A

Arithmetic Operators

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13
Q

Also called loops, and they repeat themselves over and over until the condition for stopping is met.

A

Recursive

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14
Q

uses division, but only provides the remainder as the answer, not the quotient.

A

Concatenation

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15
Q

Also called a sequential search algorithm, and it checks each value of a list in order until the result is found.

A

Linear Search

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16
Q

Text fields that are a series of characters and are with quotation marks around the text field

A

String

17
Q

Process primarily takes the form of conditional statements known as if statements.

A

Selection Statement

18
Q

Used with Boolean values to test the relationship between two values. ==, !=, >, <, >=, <=

A

Relational Operators

19
Q

Designed to represent and mirror the real world for testing.

A

Simulation

20
Q

problems that can’t be solved in a reasonable amount of time. turn into approximate solution.

A

Heuristic

21
Q

Placeholders for values a program needs to use.

A

Variable

22
Q

How easy it is to understand.

A

Clarity

23
Q

Can only represent the values true or false.

A

Boolean Values

24
Q

an input expression supplied to a function or procedure in the call statement.

A

Argument

25
Q

The input variables of a procedure.

A

Parameter