Module 1: Introduction to Programming Flashcards

1
Q

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

A

Computer Program (Software Program or Program)

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2
Q

A text written in a computer programming language.

A

Source Code

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3
Q

A source code of a program can be written in these types of languages:

A

High-level language
Low-level language

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4
Q

A source code must be translated to machine instructions through either:

A

Interpreter
Compiler

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5
Q

This translates and executes the code into machine language line by line.

A

Interpreter

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6
Q

This reads the code as a whole and then executes it.

A

Compiler

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7
Q

This combines all of the compiled code required for the program

A

Linker

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8
Q

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

A

Computer Programming or Programming

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9
Q

The purpose of programming:

A

Create a program and exhibit desired behavior.

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10
Q

Self-contained set of instructions used to operate a computer to produce a specific result

A

Program or Software

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11
Q

This consists of binary instructions and is also called “executables.”

A

Machine Language

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12
Q

The two parts of Machine Language:

A

Instruction and Address

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13
Q

The operation to be performed; is also called an opcode.

A

Instruction part

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14
Q

The memory address of the data to be used.

A

Address part

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15
Q

Languages that use instructions tied directly to one type of computer.

A

Low-level Languages

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16
Q

Instructions resemble written languages, such as English, and can be run on a variety of computer types.

A

High-level Languages

17
Q

A programming language with symbolic names for opcodes, and decimals or labels for memory addresses

A

Assembly Language (Mid-level Language)

18
Q

The two classifications of programs:

A

Procedural
Object-oriented

19
Q

Available instructions are used to create self-contained units called procedures.

A

Procedural

20
Q

Reusable objects, containing code and data, are manipulated. These languages support reusing existing code more easily.

A

Object-oriented Program

21
Q

Program Development Lifecyle

A

Analyze: Define the problem
Design: Plan the solution to the problem
Choose the Interface: Select the objects
Code: Translate the algorithm into a programming language.
Debug and Test: Locate and remove any errors in the program.
Complete the Documentation: Organize all the materials that describe the program.

22
Q

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

A

Algorithm

23
Q

English-like phrases are used to describe the algorithm. This should not contain any keywords in any computer languages.

A

Pseudocode

24
Q

This means false.

A

Pseudo

25
Q

A diagram showing the flow of instructions in an algorithm.

A

Flowchart

26
Q

Types of Errors

A

Syntax Error
Runtime Error

27
Q

This happens because
the programmer did not follow a
syntactical rule (periods, no
semicolon). Easy to locate because
compiler/interpreter will show an error.

A

Syntax Error

28
Q

This is an error during
runtime. It only shows as unexpected
behavior in a program; is also known
as a logical error (error in the logic of
code)

A

Runtime Error