Big Idea 3 Flashcards

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1
Q

Algorithm

A

set of steps to solve a problem (recipe). can be used over an over again

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2
Q

Pseudocode

A

used to map out a program’s structure before actually writing in the programming language

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3
Q

Flowchart symbols

A

Oval - start/end
Arrow - relationship between shapes
Parallelogram - input/output
Rectangle - result
Diamond - decision/conditional

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4
Q

Clarity

A

how easy program is to understand

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5
Q

Readability

A

help programers understand the program

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6
Q

How many algorithms can solve a problem

A

many algorithms can be used to solve a problem. different algorithms may have different efficiencies

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7
Q

Variable

A

placeholders for values a program needs to use. a good name is necessary. are data abstractions because we don’t need to knowhow the values are stored.

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8
Q

Value

A

Number
“String”

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9
Q

String

A

text fields donated with quotation marks. CANNOT be used in calculations

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10
Q

Concatenating Strings

A

putting strings together

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11
Q

Substring

A

a section of a string. each character given an index number if need to be references (starts at 1). Spaces HAVE an index value.

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12
Q

Integer

A

whole number

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13
Q

Fractional Numbers

A

number with a decimal point (even if .0)

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14
Q

Math Symbols

A

+ add
- minus
/ divide
* multiple
MOD # (remainder after dividing)

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15
Q

how to assign a value to a variable

A

= or <–

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16
Q

Boolean Values

A

True or False (equal to, not equal to, greater than, less than, greater than or equal to, less than or equal to)

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17
Q

Compound Conditional Statements

A

boolean expressions using AND, OR, NOT

AND - both must be true to evaluate to true
OR - only 1 must be true to evaluate to true
NOT - evaluates to true if condition is false

18
Q

Types of Statements

A

Sequential - statements executed in order one at a time
Selection - using if statements, therefore, not all the code is run if an if statement evaluates to false (ELSE IF)
Iterative - repetitive statements or loops (repeat N times, repeat until condition is met)

19
Q

Common Algorithms

A

Maximum: compare numbers, store larger number as max
Minimum: compare numbers, store smaller number as min

Sum and Average: set counter and sum = 0, get current number, add it to sum, add 1 to counter, repeat until all numbers are counted, divide sum by counter to get average, display sum and average

Find if Number is Divisible by another: # MOD # = 0 is true

Largest/Smallest Number in List: repeat until the length of the list = index, if the number is greater/less than the current greatest/smallest, that value at that index number is replaced in the largest/smallest

Sum and Average of List: for each element in list, sum = number + sum, divide sum by list length

20
Q

List

A

collection of items. allow many values in one variable. use [ ].

To reference an item, refer to its index (it is numbered starting at 1). listName[1];

21
Q

Where does the index start at

A

1

22
Q

Manipulating Lists

A

INSERT - causes elements to the right of the index position to shift right 1 position. (INSERT(listName, i, value)

APPEND - adds item to the end of the list (APPEND(listName, value)

REMOVE - removes the element at the index position and shifts the rest (REMOVE(listName, i)

LENGTH - number of elements in a list (LENGTH(listName)

23
Q

Checking Items in a List

A

FOR EACH - repeats the code for each element in the list (traversal)

24
Q

Searching

A

finding the needed element from everything in the dataset or determining that it is not there.

Types of Searches:

Linear - sequential searches. check each value one by one and determines if the value is equal to the value you’re searching for

Binary - only works for SORTED numbered lists. more efficient. looks at the number in the middle and compares it to number you’re searching for, goes to left/right side of list based on if its higher or lower, keeps splitting it in half until the number is found

25
Q

Procedures

A

aka functions. sections of code that will only be executed when they are called by the program. after a procedure is executed, it goes back to where it was left off an continues.

26
Q

Parameter

A

makes procedures more flexible. when you call the program, you can send specific values to the program known as arguments.

27
Q

Return

A

a feature in some procedures, which returns an output

ex.
DISPLAY - prints the value
INPUT - accepts data from user

28
Q

Libraries

A

when writing code, you can import already made code to reuse in your program. looking at the API can help determine what each part does

29
Q

API

A

Application Programming Interface - documentation which provides how to use the parts of the program such as what values can be plugged into parameters

30
Q

RANDOM (a, b)

A

start and end value are defined and a random number is chosen between them (INCLUDING the start and end values)

31
Q

Simulations

A

designed to represent and mirror the real world for testing. an example of abstraction as details are removed to evaluate the impact without causing real-world impact. helps evaluate hypothesis without risk. saves time and money.

32
Q

Problem

A

task that can or cannot be solved with an algorithm

33
Q

Instance of a problem

A

specific example

34
Q

Decision Problem

A

has a yes or no answr

35
Q

Optimization Problem

A

one that should find the best solution for the problem

36
Q

Efficiency of an Algorithm

A

how long it takes and how much memory will be needed

37
Q

Decidable Problem

A

one where an algorithm can be written resulting in correct output

38
Q

Undecidable problem

A

doesn’t have an algorithm that can give an answer for all cases. a heuristic may have to be used

39
Q

Heuristic

A

approach that may not be the best but it is close enough to use as a solution

40
Q

Iteration

A

when the program requires specific code to be run more than once

41
Q

Procedural Abstraction

A

using procedures (functions) to reuse code

42
Q

Modularity

A

The separation of a program into independent modules that are each responsible for one aspect of the program’s functionality