Design and Testing Flashcards

1
Q

Define:

Structured Programming

A

Involves decomposing the program that you want to write into manageable modules. Each module is then decomposed further into even smaller modules, and eventually into modules that perform individual tasks

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2
Q

Define:

Authentication

A

Used to confirm the identity of a user before they’re allowed to access certain data or features of a program

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3
Q

Give examples of:

Authentication

A

Passwords
Biometrics
Security Questions
Two Factor Authentication

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4
Q

Define:

Input Validation

A

Checking if data meets certain criteria before passing it into the program

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5
Q

Give examples of:

Input Validation

A

Range Check
Presence Check
Format Check
Look-up Table
Length Check

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6
Q

Define:

Syntax Errors

A

When the compiler or interpreter doesn’t understand something you’ve typed because it doesn’t follow the rules or grammar of the programming language

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7
Q
A
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8
Q

Define:

Logic Errors

A

When the compiler or interpreter is able to run the program, but the program does something unexpected

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9
Q

Define:

Trace Tables

A

Give a simple way of testing that a piece of code is working correctly. They keep track of the values that certain variables take as you go through the code

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