LESSON 2 Flashcards

1
Q

PROGRAM DEVELOPMENT CYCLE

A
  1. Understanding the problem
  2. Planning the Logic
  3. Write the Code
  4. Translate the Code
  5. Test the program
  6. Put the program into production
  7. Maintain the program
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

When you plan a program, you think of the output first. After you understand what the desired result is, you can plan what to input and process to achieve it.​

A
  1. Understanding the problem
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

The heart of the programming process lies in _________. During this phase of the process, the programmer plans the steps of the program, deciding what steps to include and how to order them.

A
  1. Planning the logic
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

You can plan the solution to a problem in many ways. The two most common planning tools are ________ and ________.

A

Flowcharts and Pseudocodes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

The programmer shouldn’t worry about the syntax of any particular language at this point, but should focus on figuring out what sequence of events will lead from the available input to the desired output.

A
  1. Planning the logic
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

is the sequence of steps necessary to solve any programming problem.​

A

Algorithm

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

After the logic is developed, only then can the programmer write the program. Despite their differences, programming languages are quite alike in their basic capabilities.​

A
  1. Write the Code
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

refers to the rules that define the structure of a language. _______ in computer programming means the rules that control the structure of the symbols, punctuation, and words of a programming language. ​

A

Syntax

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Even though there are many programming languages, each computer knows only one language: its machine language, which consists of 1s and 0s. Computers understand machine language because they are made up of thousands of tiny electrical switches, each of which can be set in either the on or off state, which is represented by a 1 or 0, respectively.​

A

​​​4. Translate the Code

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

are mistakes in the source code, such as spelling and punctuation errors, incorrect labels, and so on, which cause an error message to be generated by the compiler.​

A

Syntax errors

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

A program that is free of syntax errors is not necessarily free of logical errors.

A
  1. Testing the Program
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

results when you use a syntactically correct statement but use the wrong one for the current context.

A

logical error

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Once a program is free of syntax errors, the programmer can test it—that is, execute it with some sample data to see whether the results are logically correct. The process of finding and correcting program errors is called

A

debugging

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Once the program is tested adequately, it is ready for the organization to use. _______ might mean simply running the program once, if it was written to satisfy a user’s request for a special list.​

A
  1. Put the program into production
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

After programs are put into production, making necessary changes is called

A

maintenance

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

After programs are put into production, making necessary changes is called maintenance. Maintenance can be required for many reasons: new tax rates are legislated, the format of an input file is altered, or the end user requires additional information not included in the original output specifications, to name a few.

A

​​7. Maintaining the program

17
Q

is an English-like representation of the logical steps it takes to solve a problem.

A

Pseudocode

18
Q

Pseudo is a prefix that means “______,” and to code a program means to put it in a programming language; therefore, pseudocode simply means?

A

False ; Falsecode

19
Q

sentences that appear to have been written in a computer programming language but do not necessarily follow all the syntax rules of any specific language.

A

Pseudocode or False code

20
Q

involves writing down all the steps you will use in a program. Usually, programmers preface their pseudocode with a beginning statement like start and end it with a terminating statement like stop.​

A

Pseudocode or False code

21
Q

When you create a ________, you draw geometric shapes that contain the individual statements and that are connected with arrows. ​

A

flowchart

22
Q

You use a __________ to represent an input symbol, which indicates an input operation.​

A

parallelogram

23
Q

Arithmetic operation statements are examples of processing. In a flowchart, you use a _______ as the processing symbol that contains a processing statement​

A

rectangle

24
Q

To represent an output statement, you use the same symbol as for input statements—the output symbol is

A

parallelogram

25
Q

To show the correct sequence of these statements, you use ____________ to connect the steps.

A

arrows, or flowlines

26
Q

To be complete, a flowchart should include two more elements:

A

terminal symbols, or start/stop symbols