Computer WEEK 1-6 Flashcards

1
Q

This top line of the sereen includes the project name, and the Minimize, Maximize or Restore Down, and Close iconic buttons.

A

Title bar

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2
Q

This second line of the screen includes File,
Edit, View, Project, Format, Debug, Run, Query, Diagram, Tools, Add-Ins, Window, and Help menus. These menus present logical groupings of
Visual Basic’s individual features.

A

Menu Bar

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3
Q

The icons in this line duplicate several of the more commonly used menu selections that are available in the Menu Bar.

A

Standard toolbar

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4
Q

This window displays all the forms and modules of the current project

A

Project explorer window

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5
Q

This contains icons that represent commonly used controls, such as the Text Box, Label, Frame, Check Box, Option Button, Combo Box, Horizontal Scroll Bar, Timer, Directory List Box, Shape, Image, OLE, Picture Box, Command Button, List Box, Vertical Scroll Bar, Drive List Box, File List Box, Line, and Data.

A

Tool box

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6
Q

This is where the user interface is actually
designed. This is accomplished by selecting the desired control icons or objects from the Toolbox and placing them

A

Form design window

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7
Q

This window allows the user to assign or change the properties of a particular object.

A

Properties window

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8
Q

This window allows the user to specify the screen location of the forms within a project.

A

Form Layout Window

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9
Q

This window allows you to enter or type the programming statements for visual basic program

A

Code editor window

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10
Q

A list of instructions that the computer
must follow in order to process data into
information

A

Program

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11
Q

*Determining what the computer program will be used for, and what specific needs it will fill in.
*Allows the programmer to determine certain details needed for the next steps.

A

Step 1: Problem definition

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12
Q

*Determining what the computer program will be used for, and what specific needs it will fill in.
*Allows the programmer to determine certain details needed for the next steps.

A

Step 1: Problem definition

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13
Q

•Designing the solution.
*This step helps determine the logic that the program will follow.
Afterwards, it is designed either in narrative form (pseudocode) or graphical representation (flowchart).

A

Step 2: Program Design

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14
Q

a pictorial representation of the logic.
It utilizes symbols to represent the detailed series of steps needed to solve the programming problem.

A

Flowchart

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15
Q

•This is the actual coding of the program and translating of the design into specific programming statements.

A

Step 3: Program coding

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16
Q

This step is done to verify the results or the output of the program.

A

Step 4: Programs Testing

17
Q

reading through or checking of the program to make sure that it is free of errors and that the logic works.

A

Desk Checking

18
Q

process of detecting, locating and removing all errors in a computer program.

A

Debugging

19
Q

involves the program being tested in real-life data.

A

User acceptance testing