Module 11 Flashcards

1
Q

coding

A

The process of writing the programming language statements to create a computer program.

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2
Q

compiler

A

A language translator that converts an entire program into machine language before executing it.

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3
Q

debugging

A

The process of ensuring a program is free of errors.

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4
Q

flowchart

A

A program design tool that graphically shows step-by-step how a computer program will process data.

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5
Q

markup language

A

A type of language that uses symbols or tags to describe what a document should look like.

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6
Q

object code

A

The machine language version of a computer program generated when the program’s source code is compiled. Code a computer can execute.

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7
Q

object-oriented programming (OOP)

A

An approach to program design in which a program consists of objects that contain data (attributes) and processes (methods) to be used with those objects.

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8
Q

software development kit (SDK)

A

A programming package designed for a particular platform that enables programmers to develop applications for that platform more quickly and easily.

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9
Q

source code

A

A computer program before it is compiled. programs coded into a specific language using the appropriate language application.

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10
Q

syntax error

A

A programming error that occurs when the programmer has not followed the rules of the programming language.

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11
Q

procedural programming

A

separates a program into small modules that are called by the main program or another module when needed

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12
Q

variables

A

named memory locations that are defined for a program

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13
Q

aspect oriented programming (AOP)

A

separates functions so that program components can be developed and modified individually from one another

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14
Q

agile software development

A

creates software quickly

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15
Q

Program development (application software development)

A

process of creating application programs

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16
Q

Program development life cycle (PDLC)

A

5 phases of program development; typically takes place during system acquisition phase of SDLC

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17
Q

problem analysis

A

problem is considered and program specifications are developed

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18
Q

program design

A

program specifications are used to develop an algorithm (steps program must do) for that program

19
Q

wireframe

A

visual representation of the overall design and logic of an application

20
Q

pseudocode

A

use English-like statements to outline the logic of a program, rather than a flowchart’s graphical symbols

21
Q

Unified modeling language (UML)

A

set of standard notations for creating business models

22
Q

control structure

A

illustrates when, how, and in what order the statements in a computer program, module, or method are performed; sequence controls structure-series of statements follow one another; selection control structure- multiple paths, direction depends on result of certain condition (ie if-then-else)

23
Q
  1. Repetition control structure (iteration control structure)
A

statements repeated in a loop until a particular condition is met

24
Q

program coding

A

writing code using programming language

25
programming debugging and testing
process of ensuring a program is free of errors (bugs) and works as it is supposed to
26
language translator
program that converts source code into object code
27
interpreter
translates on line of code at a time
28
assembler
converts assembly language programs into machine language
29
logic errors
errors in logic of program; program will run, but with incorrect results
30
Program implementation and maintenance
implementation-getting the test program installed and up and running; maintenance- updating software as needed so it continues to be useful
31
T/F: A systems analyst is an individual who writes the code for a computer program.
false
32
T/F: The terms class and inheritance are associated with the object-oriented programming approach.
true
33
T/F: With a do until structure, the program statements in the loop are always executed at least once.
true
34
T/F: BASIC is an example of an object-oriented programming language.
false
35
T/F: A wireframe is another name for a flowchart.
false
36
A(n) _____ (called an attribute in an OOP) in a computer program holds the current value of a data item in that program.
variable
37
A(n) ____ converts the source code of an application program into executable object code (machine language) one line at a time.
interpreter
38
3. Using an incorrect formula is an example of a(n) ____ error.
logic
39
______ software development is an approach that uses short development cycles in order to produce small functional pieces of a program on an ongoing basis.
agile
40
Indicate the proper order of the phases in the program development life cycle (PDLC) by writing the numbers from 1 to 5 in the blanks to the left of the phases. 1. program coding 2. program design 3. program implementation and maintenance 4. program debugging and testing 5. problem analysis
1. 3 program coding 2. 2 program design 3. 5 program implementation and maintenance 4. 4 program debugging and testing 5. 1 problem analysis
41
Which approach to programming uses the concept of inheritance? a. procedural b. object-oriented c. structured
b. object-oriented
42
True or False: An infinite loop is an example of a logic error.
true
43
A program design tool that uses English-like statements to outline the logic of a program is known as ___________.
pseudocode