Chapter 1 Flashcards

Learn important terms and key information in chapter 1.

1
Q

This collection of physical devices that comprise of a computer system.

A

Hardware

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2
Q

The programs that tell the computer what to do.

A

Software

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3
Q

The act of developing and writing programs.

A

Programming

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4
Q

Programs that you apply to a task.

A

Application Software

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5
Q

The programs that use to manage a computer.

A

System Software

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6
Q

The entry of data items into computer memory using hardware devices such as keyboards and mice.

A

Input

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7
Q

All the text, numbers and other information processed by a computer.

A

Data items

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8
Q

Data items may involve organizing them, checking them for accuracy, or performing mathematical operations on them.

A

Processing

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9
Q

The primary hardware component that processes data.

A

Central Processing Unit (CPU)

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10
Q

The operation of retrieving information from memory and sending it to a device. such as a monitor or printer. so people can view, interpret, and work with the results.

A

Output

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11
Q

Processed Data

A

Information

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12
Q

Types of hardware equipment, such as disk, that hold information for later retrieval.

A

Storage Devices

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13
Q

Languages used to write programs. Examples are Visual Basic, C#, C++, Java, or COBOL, are used to write programs.

A

Programming Language

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14
Q

The set of instructions a programmer writes in a programming language.

A

Program Code

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15
Q

The act of writing programming language instructions.

A

Coding the program

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16
Q

Rules of grammar language.

A

Syntax

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17
Q

An error in language or grammar.

A

Syntax Errors

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18
Q

The temporary, internal computer storage.

A

Computer Memory

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19
Q

Temporary, internal computer storage.

A

Random Access Memory (RAM)

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20
Q

Storage whose contents are lost when the power is lost.

A

Volatile

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21
Q

Storage whose contents are retained when the power is lost.

A

Nonvolatile

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22
Q

The computer’s on/off circuitry language.

A

Machine Language

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23
Q

The statements a programmer writes in a programming language.

A

Source Code

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24
Q

Translated Machine language.

A

Object Code

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25
Q

Program that translates a high level language into machine language and indicates if you used a programming language incorrectly.

A

Compiler or Interpreter

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26
Q

language that is represented using a series of 0’s and 1’s.

A

Binary Language

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27
Q

To carry out a program’s instructions.

A

Run or Execute

28
Q

Used to write programs that are typed directly from a keyboard. Scripting Languages are stored as text rather than as binary executable files.

A

Scripting Language( Also called Scripting programming language or script language.)

29
Q

When incorrect instructions are performed, or when instructions are performed in the wrong order.

A

Logical Error

30
Q

Giving instructions to the computer in a specific sequence, without omitting any instructions or adding extraneous instructions.

A

Logic

31
Q

A named memory location whose value can vary.

A

Variable

32
Q

Steps that occur during the program’s lifetime.

A

Program Development Cycle

33
Q

What are the steps in the program development cycle?

A
  1. ) Understanding the Problem
  2. ) Plan the Program
  3. ) Code the program
  4. ) Translate the program
  5. ) Test the Program
  6. ) Release the program for Production
  7. ) Maintain the program.
34
Q

People who employ and benefit from computer programs.

A

Users or End Users

35
Q

All the supporting paperwork for a program.

A

Documentation

36
Q

The sequence of steps necessary to solve any problem.

A

Algorithm

37
Q

A program development tool that delineates input, processing, and output tasks.

A

IPO Chart

38
Q

Program development tool that list task, objects, and events.

A

TOE Chart

39
Q

The process of walking through a program solution on paper.

A

Desk Checking

40
Q

A language that supports English-like syntax.

A

High-Level Programming Language

41
Q

A language that is made up of 0’s and 1’s (binary language) and does not use easily interpreted variable names.

A

Low-Level Programming Language

42
Q

The process of finding and correcting programming errors.

A

Debugging

43
Q

The entire set of actions an organization must take to switch over to using a new program or set of programs.

A

Conversion

44
Q

All the improvements and corrections made to a program after it is in production.

A

Maintenance

45
Q

An English-Like representation of the logical steps it takes to solve a problem.

A

Pseudocode

46
Q

A pictorial representation of the logical steps it takes to solve a problem.

A

Flowchart

47
Q

This indicates a input operation and is represented by a Parallelogram in the flowcharts.

A

Input Symbol (Flowcharts)

48
Q

This indicates a processing operation and is represented by a Rectangle in the flowcharts.

A

Processing Symbol (Flowcharts)

49
Q

This indicates a output operation and is represented by a Parallelogram in the flowcharts.

A

Output Symbol (Flowcharts)

50
Q

Both are represented by a Parallelogram in the flowcharts.

A

Input/Output Symbol (I/O symbol)

51
Q

Arrows that connect the steps in a flowchart.

A

Flowlines

52
Q

The beginning or end of a flowchart segment and is represented by a Lozenge.

A

Terminal symbol

53
Q

A repetition in a series of steps.

A

Loop

54
Q

Repeating Logic cannot end.

A

Infinite Loop

55
Q

The act of testing a value.

A

Making a Decision

56
Q

Indicates a decision being made in a flowchart represented by a Diamond.

A

Decision Symbol (Flowcharts)

57
Q

A preselected value that stops the execution of a program.

A

Dummy Value (Sentinel Value)

58
Q

EOF

A

End Of File (Dummy/Sentinel value)

59
Q

A program that you use to create simple text files; it is similar to a word processor, but without as many features.

A

Text Editor

60
Q

A software package that provides an editor, compiler, and other programming tools.

A

Integrated Development Environment (IDE)

61
Q

A software package that contains useful tools for creating programs in Visual Basic, C++, and C#.

A

Microsoft Visual studio IDE

62
Q

A location on your computer screen at which you type text entries to communicate with the computer’s operating system.

A

Command Line

63
Q

Allows users to interact with a program in a graphical environment.

A

Graphical User interface (GUI)

64
Q

Programming model that focuses on the procedures that programmers create.

A

Procedural Programming

65
Q

Programming model that focuses on the objects, or “things,” and describes their features (also called attributes) and behaviors.

A

Object-Oriented Programming