Principles of Programming Flashcards

1
Q

Addressing

A

refers to assigning/retrieving data from memory locations

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2
Q

Direct Addressing

A

tells CPU the addressing that contains necessary data, limiting the amount of addressable memory

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3
Q

Immediate Addressing

A

value to be loaded is included as part of the instruction, not in memory

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4
Q

Indexed Addressing

A

address is accessed and modified by addition to numbers in the index together, increasing the amount of addressable memory

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5
Q

Indirect Addressing

A

contains address that contains the address where memory is stored, allowing easy relocation

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6
Q

Assembler

A

translates assembly code into machine code

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7
Q

Assembly Language

A

a low-level, second-generation programming language designed for a specific type of processor that can be converted to machine code using an assembler, written in mnemonic codes

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8
Q

Comments in Assembly Language

A

help people understand the code

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9
Q

Labels in Assembly Language

A

highest item, identifies sections of code

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10
Q

Operands in Assembly Language

A

what the command will be carried out on

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11
Q

Operations in Assembly Language

A

command to be carried out

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12
Q

Attribute

A

data in an object

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13
Q

Backus-Naur Form

A

used by the developers of programming languages to specify the syntax rules of a language

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14
Q

Class

A

a template used to create objects of that class

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15
Q

Conjunction

A

here digits are anded

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16
Q

CSS

A

Cascading Style Sheets

designs the website’s visual style

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17
Q

De Facto Standard

A

a standard that has no formal approval, but is generally done

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18
Q

Derived Class

A

specialised class based on a superclass with attributes and methods, inheriting all the attitudes and methods of the superclass

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19
Q

Disjunction

A

where digits are or’d

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20
Q

Dynamic Typing

A

there is no need to specify variable types

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21
Q

Encapsulation

A

hiding attributes and objects so they can only be accessed or changed using methods defined for the class, therefore maintaining data integrity and avoiding errors

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22
Q

Event

A

signal generated by an external action, eg mouse movement/keystroke to the program so it can respond to events by event handling

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23
Q

Event-Driven Programming

A

consists of a series of event handlers that runs relevant code when an event occurs

24
Q

Event Handling

A

subroutines that respond to an event

25
Explicit Data Types
the opposite of dynamic typing
26
HTML
Hypertext Markup Language specifies the layout of the webpage
27
Indentation Based Syntax
where no curly brackets or semi-colons are used, only indentation
28
JavaScript
processes user input to make webpages responsive to the user
29
Listeners
subroutines that respond to an event
30
Machine Code
code that the computer can understand, made up of 1s and 0s, processed by the CPU and often presented to users as hexadecimal
31
Machine and O/S Independent
the programming language will work on many different machines and operating systems
32
Mark-Up Languages
plaintext that is marked up to indicate layout and formatting with tags
33
Metatags
mark the beginning and end of each section of the document which are not case sensitive
34
Methods
procedures and functions acted out on data
35
Object
a real-world entity about which data is stored, a specific instance of class, made up of attributes and methods
36
Object-Oriented Program
programming based on the concept of objects, which can contain data and code
37
Opcode
specifies the operation to be performed
38
Arithmetic Opcode
maths stuff, such as adding, subtracting or overflows
39
Branching Opcode
allows jumping between parts of the code
40
Conditional Jump
happens if a condition is met
41
Unconditional Jump
jump always happens
42
Data Transfer Opcode
used to move/store/load data between registers and main memory
43
Logical Shift Opcode
carried out logical operations, eg binary masks
44
Polymorphism
the ability of a derived class to change/redefine methods inherited from the superclass
45
Problem Oriented
where a programming language is developed specifically to solve a problem
46
Procedural Generation
technique used in gaming to create backgrounds
47
Procedural Programming
paradigm that relies on procedures and subroutines to form tasks, using control flow statements, variables, modularisation, machine and O/S independent, high-level and use top-down development
48
Standardisation
the process of developing and promoting standards
49
Standard Library
collection of pre-written code that can be imported with the program
50
Syntax Diagram
represent BNF in a more accessible manner
51
Tags
use chevron brackets with a keyword, usually come in pairs to indicate the start and end
52
Top-Down Development
where the program is broken down into smaller problems and is repeated until each problem is small enough to deal with, so each piece of the problem will need a separate subroutine
53
Visual Programming
uses graphical blocks that click together, colour coding, group of related functions and drag and drop, so there is no need to remember syntax and the focus can be on solving the problem, but I has a reduced instruction set, limited access to OS and doesn’t allow file handling
54
Website
use hyper-linked pages and can contain different types of information including images, texts and multimedia, hosted by the internet
55
XML
Extensible Markup Language a markup language that is commonly used in web applications, used to structure and markup data for storage rather than display, acting like a database