Chapter 1 Flashcards

1
Q

Programs

A

Instruction sets written by programmers.

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2
Q

When you write software instructions, you are…..

A

Programming.

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3
Q

Application software

A

comprises all the programs you apply to a task such as a word processing program, spreadsheets, payroll and inventory programs, and games. (app)

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4
Q

System Software

A

comprises the programs that you use to manage your computer, including operating systems such as Windows, Linux, or UNIX for larger computers and Google Android and Apple iOS for smartphones.

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5
Q

Input

A

Data items enter the computer system and are placed in memory, where they can be processed.

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6
Q

Data Items

A

include all the text, numbers, and other raw materials that are entered into and processed by a computer.

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7
Q

Processing

A

Processing data items may involve organizing or sorting them, checking them for accuracy, or performing calculations with them.

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8
Q

CPU (central processing unit)

A

hardware that performs processing tasks.

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9
Q

Output

A

What’s shown to the user once the data is processed.

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10
Q

the term “information” is used for…

A

data items that have been processed and output.

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11
Q

Programming code

A

The instruction you write using a programming language.

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12
Q

syntax

A

rules governing word usage and punctuation in a programming language.

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13
Q

syntax error

A

an error in the punctuation of a program.

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14
Q

RAM

A

form of internal, volatile memory.

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15
Q

Internal storage on a computer is _______. its contents are lost when the computer is turned off or loses power.

A

volatile

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16
Q

Permanent storage devices are _______. that is, their contents are persisten and are retained even when power is lost.

A

non-volatile.

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17
Q

after a computer program is typed using programming language statements and stored in memory, it must be translated to……

A

machine language.

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18
Q

source code

A

programming language statements.

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19
Q

object code

A

translated machine language statements.

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20
Q

compiler/interpreter

A

translates programming language source code into machine language.

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21
Q

machine language is also called….

A

binary language.

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22
Q

scripting languages vs comprehensive languages.

A

script languages can be typed directly from a keyboard and are stored as text.
comprehensive languages are stored as binary executable files.

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23
Q

logic (in programming)

A

writing program instructions in a specific sequence and not leaving out any instructions and you must not add extraneous instructions.

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24
Q

difference between syntax error and logical error.

A

a program with syntax error CAN’T run.

a program with logical error can run, but will produce incorrect output.

25
Q

variable

A

a named memory location whose value can vary.

26
Q

something that can hold different values at different points in time.

A

variable.

27
Q

7 steps of the program development cycle…

A
  1. understand the problem
  2. plan the logic
  3. code the program
  4. use software (compuler) to translate the program into machine language.
  5. test the program
  6. put the program into production.
  7. maintain the program.
28
Q

____ errors are much more difficult to spot than ______ errors.

A

Logical; Syntax.

29
Q

What 2 processes do programmers use when planning the logic for a solution to a programming problem?

A

flowcharts and pseudocode.

30
Q

Users (end users)

A

people wh employ and benefit from computer programs.

31
Q

documentation

A

consists of all the supporting paperwork for a program.

32
Q

algorithm

A

sequence of steps necessary to solve any problem

33
Q

desk-checking

A

process of walking through a program solution on paper.

34
Q

high level programming language

A

supports english snytax

35
Q

low level programming lanaguage

A

made up of 1s and 0s and does not use easily interpreted variable names.

36
Q

debugging

A

process of finding and correcting program errors.

37
Q

conversion

A

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

38
Q

maintenance

A

consists of all the improvements and corrections made to a program after it is in production.

39
Q

pseudocode

A

an english like representation of the logical steps it takes to solve a problem .

40
Q

flowchar

A

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

41
Q

input symbol

A

indicates an input operation and is represented by a parallelogram in flowcharts.

42
Q

processing symbol

A

indicates a processing operation and is represented by a rectangle in flowcharts.

43
Q

output symbol

A

indicates an output operation and is represented by a parallelogram in flowcharts.

44
Q

input/output symbol (I/O symbol)

A

represented by a parallelogram in flowcharts.

45
Q

flowlines (arrows)

A

connect the steps in a flowchart.

46
Q

terminal symbol

A

indicates the beginning or end of a flowchart segment and is represented by a lozenge

47
Q

loop

A

repetition of a series of steps.

48
Q

infinite loop

A

occurs when repeating logic cannot end.

49
Q

decision symbol

A

shaped like a diamond and used to represent decisions in flowcharts.

50
Q

dummy value

A

a preselected value that stops the execution of a program.

51
Q

sentinel value

A

a preselected value that stops the execution of a program.

52
Q

eof

A

end of file.

53
Q

text editor

A

a program that yo uuse to creat simple text files; it is similar to a word processor, but without as many features.

54
Q

integrated development environment (IDE)

A

a software package that provides an editor, compuler, and other programming tools.

55
Q

command line

A

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

56
Q

graphical user interface (GUI)

A

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

57
Q

procedural programming

A

a programming model that focuses on procedures or actions as opposed to object-oriented programming.

58
Q

object-oriented programming

A

is a programming model that focuses on objects, or “things”, and describes their features (attributes) and behaviors, as opposed to procedural programming.