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
Q

programming debugging and testing

A

process of ensuring a program is free of errors (bugs) and works as it is supposed to

26
Q

language translator

A

program that converts source code into object code

27
Q

interpreter

A

translates on line of code at a time

28
Q

assembler

A

converts assembly language programs into machine language

29
Q

logic errors

A

errors in logic of program; program will run, but with incorrect results

30
Q

Program implementation and maintenance

A

implementation-getting the test program installed and up and running; maintenance- updating software as needed so it continues to be useful

31
Q

T/F: A systems analyst is an individual who writes the code for a computer program.

A

false

32
Q

T/F: The terms class and inheritance are associated with the object-oriented programming approach.

A

true

33
Q

T/F: With a do until structure, the program statements in the loop are always executed at least once.

A

true

34
Q

T/F: BASIC is an example of an object-oriented programming language.

A

false

35
Q

T/F: A wireframe is another name for a flowchart.

A

false

36
Q

A(n) _____ (called an attribute in an OOP) in a computer program holds the current value of a data item in that program.

A

variable

37
Q

A(n) ____ converts the source code of an application program into executable object code (machine language) one line at a time.

A

interpreter

38
Q
  1. Using an incorrect formula is an example of a(n) ____ error.
A

logic

39
Q

______ software development is an approach that uses short development cycles in order to produce small functional pieces of a program on an ongoing basis.

A

agile

40
Q

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
A
  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
Q

Which approach to programming uses the concept of inheritance?

a. procedural
b. object-oriented
c. structured

A

b. object-oriented

42
Q

True or False: An infinite loop is an example of a logic error.

A

true

43
Q

A program design tool that uses English-like statements to outline the logic of a program is known as ___________.

A

pseudocode