Chapter Two Flashcards

1
Q

Numeric

A

Describes data that consists of numbers.

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2
Q

String

A

Describes data that is nonnumeric.

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3
Q

Integer

A

Is a whole number.

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4
Q

Floating-point number

A

is a number with a decimal places.

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5
Q

Real numbers

A

Are floating-point numbers.

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6
Q

Numeric Constant (or literal numeric constant)

A

Is a specific numeric value.

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7
Q

String Constant (or literal string Constant)

A

Is a specific group of characters enclosed within quotation marks.

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8
Q

Alphanumeric values

A

Can contain alphabetic characters, numbers and punctuation.

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9
Q

Unnamed Constant

A

Is a literal numeric or string value.

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10
Q

Declaration

A

Is a statement that provides data type, an identifier, and optionally, an initial value.

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11
Q

Identifier

A

Is a program component’s name.

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12
Q

Data Type

A

A data item’s data type is a classification that describes what values can be assigned, how the item is stored, and what types of operations can be performed with the item.

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13
Q

Initializing a variable

A

Is the act of assigning its first value, often at the same time the variable is declared.

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14
Q

Garbage

A

Describes the unknown value stored in an unassigned variable.

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15
Q

Keywords

A

Comprise the limited word set that is reserved in a language.

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16
Q

Camel Casing or camelCasing

A

Is a naming convention in which the initial letter is lowercase, multiple word names are run together, and each new word within the name begins with an uppercase letter.

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17
Q

Lower Camel Casing

A

Is another name for the camel Casing naming convention.

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18
Q

Pascal Casing

A

Is a naming convention in which the initial letter is uppercase multiple word names are run together and each new word within the name begins with an uppercase letter.

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19
Q

Upper camel Casing

A

Is another name for the pascal Casing naming convention.

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20
Q

Hungarian notation

A

Is a naming convention in which a data type or other information is stored as part of a name.

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21
Q

Snake Casing

A

Is a convention in which parts of a name are separated by underscores.

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22
Q

Mixed case with underscores

A

Is a naming convention similar to snake Casing, but new words start with an uppercase letter.

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23
Q

Kebob case

A

Is sometimes used as the name for the style that uses dashes to separate parts of a name.

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24
Q

Assignment Statement

A

Assigns a value from the right of an assignment operator to the variable or Constant on the left of the Constant operator.

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25
Q

Assignment operator

A

Is the equal sign; it is used to assign a value to the variable or Constant on its left.

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26
Q

Binary operator

A

Is an operator that requires two operands one on each side.

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27
Q

Operand

A

Is a value used by an operator.

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28
Q

Right-associativity and Right-to-Left associativity

A

Describe operators that evaluate the expression to the right first.

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29
Q

lvalue

A

Is the memory address identifier to the left of an assignment operator.

30
Q

Numeric variable

A

Is one that can hold digits, have mathematical operations performed on it, and usually can hold a decimal point and sign indicating positive or negative.

31
Q

String variable

A

Can hold text that includes letters, digits and special characters such as punctuation marks.

32
Q

Type-Saftey

A

Is the feature of some programming languages that prevents assigning values of an incorrect data type.

33
Q

Named Constant

A

Is similar to a variable, except that it’s value cannot change after the first assignment.

34
Q

Magic Number

A

Is an unnamed Constant whose purpose is not immediately apparent.

35
Q

Overhead

A

Describes the extra resources a task requires.

36
Q

Rules of Precedence

A

Dictate the order in which operations in the same statement are carried out

37
Q

Order of operations

A

Describes the rules of precedence.

38
Q

Left to right associativity

A

Describes operators that evaluate the expression to the left first.

39
Q

Remainder operator

A

Is an arithmetic operator used in some programming languages when used with two integer operands, it results in the remainder after division.

40
Q

Modules

A

Are small program units that you can use together to make a program. Programmers also refer to modules as Subroutines, procedures, functions, or methods.

41
Q

Call a module

A

Is to use the modules name to invoke it causing it to execute.

42
Q

Modularization

A

Is the process breaking down a program into modules.

43
Q

Functional Decomposition

A

Is the act of reducing a large program into more management modules.

44
Q

Abstraction

A

Is the process if paying attention to important properties while ignoring nonessential details.

45
Q

Reusability

A

Is the feature of modular programs that allows individual modules to be used in a variety of applications.

46
Q

Reliability

A

Is the feature of modular programs that assures you a module has been tested and proven to function correctly.

47
Q

Main Program

A

Runs from start to stop and calls other modules.

48
Q

Mainline Logic

A

Is the logic that appears in a programs main module; it calls other modules.

49
Q

Module Header

A

Includes the module identifier and possibly other necessary identifying information.

50
Q

Module body

A

Contains all the statements in the module.

51
Q

Module return statement

A

Marks the end of the module and identifies the point at which control returns to the program module that called the module.

52
Q

Encapsulation

A

Is the act of containing a tasks instructions in a module.

53
Q

Stack

A

Is a memory location in which the computer keeps track of the correct memory address to which it should return after executing a module.

54
Q

Functional Cohesion

A

Of a module is a measure of the degree to which all the module statements contribute to the same task.

55
Q

Visible

A

Describes data items when a module can recognize them.

56
Q

In Scope

A

Describes data that is visible.

57
Q

Local

A

Describes variables that are declared within the module that uses them.

58
Q

Portable

A

Module is one that can more easily be reused in multiple programs.

59
Q

Global

A

Describes variables that are known to an entire program.

60
Q

Housekeeping Tasks

A

Include steps you must perform at the beginning of a program to get ready for the rest of the program.

61
Q

Detail Loop Tasks

A

Of a program include the steps that are repeated for each set of input data.

62
Q

End Of Jobs Tasks

A

Hold the steps you take at the end of the program to finish the application.

63
Q

Hierarchy Chart

A

Is a diagram that illustrates modules relationships to each other.

64
Q

Program comments

A

Are written explanations that are not part of the program logic but that serve as documentation for those reading the program.

65
Q

Internal documentation

A

Is documentation within a coded program.

66
Q

External documentation

A

Is documentation that is outside a coded program.

67
Q

Annotation Symbol

A

Contains information that expands on what appears in another flowchart symbol; it is most often represented by a three sided box that is connected to the step it references by a dashed line.

68
Q

Self documenting

A

Programs are those that contain meaningful identifiers that describe their purpose.

69
Q

Data Dictionary

A

Is a list of every variable name used in a program along with its type, size, and description.

70
Q

Temporary variable (work variable)

A

Is a variable that you use to hold intermediate results during a programs execution.

71
Q

Prompt

A

Is a message that is displayed on a monitor to ask the user for a response and perhaps explain how that response should be formatted.

72
Q

Echoing Input

A

Is the act of repeating input back to a user either in a subsequent prompt or in output.