MODULE 1 Flashcards

1
Q

It is a sequence of instructions written to perform a specified task for a computer.

A

Computer Program/Program

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2
Q

The text written in a computer programming language.

A

Source Code

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3
Q

It is the process of designing, writing, testing, debugging/ troubleshooting, and maintaining the source code of computer programs.

A

Computer Programming/Programming

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4
Q

It is the set of instructions on a computer to produce a specific result. Also called as Software.

A

Program

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5
Q

It is the process of writing a program or a software

A

Programming

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6
Q

Consist of binary code, also called as executables

A

Machine Languages

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7
Q

Parts of a Machine Language

A
  1. Instruction
  2. Address
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8
Q

A part of Machine Language where the operation is performed (opcode).

A

Instruction

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9
Q

A part of Machine Language where the memory address of the data is used.

A

Address

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10
Q

Programming languages with symbolic names for opcodes, and decimals or labels for memory addresses.

A

Assembly Language

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11
Q

Type of Programming

A
  1. Low-level languages
  2. High-level languages
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12
Q

Languages that uses instructions tied to one type of computer.

A

Low-Level languages

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13
Q

Languages that resembles written languages such as English and can run on a variety of computer types.

A

High-level languages

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14
Q

Classification of Programs

A
  1. Procedural
  2. Object-Oriented
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15
Q

This type of program uses series of computational steps to be carried out. Example of this is C

A

Procedural

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16
Q

Reusable objects, containing code and data, are manipulated. Example of this is C++ and Java.

A

Object-Oriented

17
Q

Program Development Lifecycle

A
  1. Analyze
  2. Design
  3. Choose the Interface
  4. Code
  5. Debug and Test
  6. Complete the Documentation
18
Q

Step-by-step sequence of instructions that describes how the data is to be processed to produce the desired output.

A

Algorithm

19
Q

Ways to express Algorithms

A
  • Natural Languages
  • Pseudocode
  • Flowcharts
  • Programming Languages
20
Q

A program design technique that uses English words.

A

Pseudocode

21
Q

Does not represent real code.

A

Pseudocode

22
Q

No formal syntactical rules.

A

Pseudocode

23
Q

Sequence of 0’s and 1’s

A

Machine Code

24
Q

Translators

A
  1. Interpreter
  2. Compiler
  3. Linker
25
Q

This translator reads lines then execute

A

Interpreter

26
Q

This translator compile instructions then execute

A

Compiler

27
Q

This translator uses both Interpreter and Compiler, example of this is Java

A

Linker

28
Q

Object-oriented programming allows object interaction without prescribed order. (True or False)

A

True

29
Q

Types of Errors

A
  1. Syntax Error
  2. Runtime Error
  3. Logical Error
30
Q

An error that can be determined by the compiler

A

Syntax Error

31
Q

An error experienced during runtime

A

Runtime Error

32
Q

An error wherein the desired behavior is not presented

A

Logical error