Chapter 1 Flashcards

1
Q

Program

A

Set of instructions that a computer follows to perfrom a task.
(AKA software)

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2
Q

Programmer

A

A person with the training and skills necessary to design, create, and test computer programs.
(AKa software developer)

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3
Q

Hardware

A

Physical components of which a computer is made.

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4
Q

Running/executing program

A

When a computer is performing tasks that a program tells it to do.

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5
Q

Central Processing Unit (CPU)

A

Part of computer that runs programs

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6
Q

Microprocessors

A

Small CPU chips

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7
Q

What is the CPU’s Job?

A

To fetch instructions, follow instructions, and produce results.

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8
Q

Parts of CPU

A
  1. Control Unit
  2. Arithmetic and Logic Unit (ALU)
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9
Q

Control Unit

A

Coordinate’s all the computer’s operations. Responsible for determining where to get the next instructions and regluating the other major components of computer with control signals.

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10
Q

Arithmetic and Logic Unit (ALU)

A

Designed to perform methemetical operations.

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11
Q

Fetch/decode/execute cycle

A
  1. Fetch: CPU’s control unit fetches from main memory, the next instruction in the sequence of program instruction.
  2. Decode: Instruction is encoded in the from of a number. The control unit decodes the instruction and generates an eletronic signal.
  3. Execute: Signal is touted to the appropriate component of the computer. The signal causes the component to perform an operation.
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12
Q

Main Memory

A

The computer’s work area. This is where a computer stores a program while the program is running, as well as the data with which the program is working.

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13
Q

Random Access Memory (RAM)

A

-Main memory
-CPU is able to quickly access data stored at any random location.
-Is used for temporary storage while program is running.

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14
Q

Storage Location

A

Memory is divided into tiny storage locations called bytes.

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15
Q

Byte

A

A single byte is enough memory to store only a letter in the alphabet or a small number.
Each byte is divided into 8 smaller storage locations called bits.

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16
Q

Bindary Digit (bit)

A

Tiny switches that canb e either on or off. Tiny electrical components that can hold either + or -charge. + = on and - = off.
Each byte is assigned a unique number called an address.

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17
Q

Address

A

Ordered from lowest to highest. Byte is identified by its address.

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18
Q

Secondary Storage

A

Type of memory that can hold data for long periods of time, even when no power to computer.

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19
Q

Types of secondary storage

A
  1. disk drives
  2. solid-state drives
  3. external devices
  4. optical devices
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20
Q

Disk Drives

A

stores data by magnetically encoding it into a circular disk

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21
Q

Solid-state drives

A

Store data in solid-state memory. Has no moving parts and operates faster than disk drive.

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22
Q

External devices

A

Can be used to create backu[ copies of important date or move data to another computer.

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23
Q

Optical devices

A

Data is NOT recorded magnetically, but is enoded as a series of pits on the disk surface. Drives use laser to detect the pits and read encoded data.

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24
Q

Input devices

A

Input is any data the computer collects the into and sends

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25
Output devices
output is any info the computer sends to the outside world. The info is sent to an output device, which formats and presents it.
26
System software
Programs that control and manage basic operations of a computer
27
Types of system software
1. operating systems 2. utility programs 3. software development tools
28
Operating systems
The most fundamental sets of programs on a computer.
29
Utility programs
performs a specialized task that enhances the coputer's operation or safeguards data. (ex. virus scanners, file-compression programs, and data back-up programs)
30
Sotware development tools
Software tools that programmers use to create, modify, and test software. (ex. compilers and intergrated development enviornments (IDE))
31
Application Software
Programs that make computers useful for everyday tasks. (ex. word, powerpoint, spreadsheet, e-mail, web browsers, and games)
32
Source Code
Statements written by programmers
33
Source file
File where source code is saved into
34
Preprocessor
Reads source code and searches for special lines that begin with number symbol. These lines contain commands that cause the preprocessor to modify the source code in some way.
35
Compiler
Steps through preprocessed source code, translating each source code instruction into the appropriate machine language instruction. Syntax errors are uncovered in this step.
36
Syntax error
Mistakes of key words, operators, punctuation, and other language elements. If the program is free of syntax erros the compiler stores the translated machine language instructions, which are called object code, in an object file.
37
Runtime Library
Collection of prewritten code
38
Linker
A program that comines the object files with the necessary library routines. Once the linker has finished with this step, an executable file is created.
39
Executibel file
Contains machine language instructions, or executable code, and it is ready to run on the computer.
40
Integrated development envirionments (IDE)
Enviornments that consists of a text editor, compiler, debugger, and other utilities
41
Key words
Words that have special meaning. May only be used for their intended purposes (AKA reserved words).
42
Programmer-defined identifiers
Words or names defined by the programmer. They are symbolic names that refer to variables or programming routines.
43
Operators
Perform operations on one more operands. An operand is usually a piece of data, like a number.
44
Punctuation
Punctuation characters that mark the beginning or end of a statement, or separate items in a list.
45
Syntax
Rules that must be followed when constructing a program. Dictates how key words and operators may be used and where punctuation symbols appear.
46
Line
A single line as it appears in a body of program
47
Variable
Named storage location in the computer's memory for holding a piece of information. The information is stored in RAM
48
Types of data
1. Numbers 2. Characters
49
Numbers
Used to perform mathematical operations
50
Characters
Used to point data on the screen or paper
51
Whole numbers (Intergers)
Any positive or negative number
52
Floating point number
Decimals
53
Variable defination
Used to define one or more variables that will be used in the program and to indicate the type of data they will hold.
54
Hierarchy chart
Diagram that graphically depicts the structure of a program
55
Flowchart
Diagram that shows the logical flow of a program
56
Pseudocode
Cross between human language and programming language
57
Logical errors
Mistakes that cause a program to produce erroneous result
58
desk checking
A process that can help locate runtime errors
59
Runtime errors
an error that occurs while program is running
60
Procedural programming
Programmer constructs procedures (functions).
61
Procedures
Collection of programming statements that perform a specific task.
62
Object-oriented programming (OOP)
Is centered on the object. Programming element that contains data and the procedures that operate the data.