C# Flashcards

1
Q

is a procedure or formula for solving a problem, based on conducting a sequence of specified actions.

A

Algorithm

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2
Q

Is English description of what you want the program to do

A

Pseudocode

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3
Q

directs the computer to process the program instructions, one after another, in the order listed

A

Sequence Structure

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4
Q

alerts the computer that a decision needs to be made, and it provides the appropriate action(s) to take based on the result of that decision.

A

Decision Structure

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5
Q

indicates that one or more instructions need to be repeated until some condition is met.

A

Repetition Structure

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6
Q

A named location in computer memory that can hold different values at different points in time.

A

Variable

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7
Q

A named location in computer memory that cannot be changed after a program is compiled.

A

Constant

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8
Q

Describes the format and size of (amount of memory occupied by) a data item (constant or variable).

A

Data Type

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9
Q

1st step in the problem solving process

A

Analyze the problem.

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10
Q

2nd step in the problem solving process

A

Plan the algorithm.

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11
Q

3rd step in the problem solving process

A

Desk-check the algorithm.

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12
Q

4th step in the problem solving process

A

Code the algorithm into a program.

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13
Q

5th step in the problem solving process

A

Test the program.

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14
Q

6th step in the problem solving process

A

Evaluate and modify (if necessary) the program.

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15
Q

Characteristics of the class (Variables and Constants)

A

Data Members

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16
Q

Behaviors of the class - the things it can d

A

Method

17
Q

Entity that is a logical grouping of data and behavior members

A

Class

18
Q

Acts like a container to provide a way to group similar classes

A

Namespace

19
Q

Output from the method must be the data type of the value returned

A

Return value

20
Q

Input into a method - each parameter must state the data type and name

A

Parameter

21
Q

Defines the circumstances under which variables, methods, and classes can be accessed

A

Access modifiers

22
Q

Anyone can access

A

Public

23
Q

Can be accessed only by the class it lives in

A

Private

24
Q

Entry point into a C# application

A

Main()method

25
Q

byte

A

0 to 255 ( reserves 1 byte of memory)( ex car speed)

26
Q

sbyte

A

-128 to 127 ( reserves 1 byte of memory)( ex scorekeeping)

27
Q

short

A

-32,768 to 32,767 ( reserves 2 byte of memory)( ex graph)

28
Q

ushort

A

0 to 65,535 ( reserves 2 byte of memory)( ex tickets, voltage)

29
Q

int

A

-2,147,483,648 to 2,147,483,647 (reserves 4 byte)( ex debt)

30
Q

uint

A

0 to 4,294,967,295 (reserves 4 byte)(ex life rate)

31
Q

long

A

-9 Quintilian to 9 Quintilian (reserves 8 byte)

32
Q

ulong

A

0 to 18 Quintilian (reserves 8 byte)

33
Q

float (holds 7 significant digits)

A

float can store +1.5 * 10^-45 to +3.4 * 10^38

34
Q

Double (holds 16 significant digits)

A

+- 5.0 * 10^-324 to +- 1.7 * 10^308

35
Q
sbyte/byte, short/ushort, int/unit, long/ulong
float
double
Scientific E notation
significant digits
decimal
format specifier
precision specifier
A

get them done