Software Development Flashcards

1
Q

Coding:

A

how alphanumeric data and control characters are represented by sequences of bits

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2
Q

American Standard Code for Information Interchange (ASCII)

A
  • 7-bit code permitting (2)^7 = 128 different combinations

- commonly used in desktop computers

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3
Q

Extended Binary Coded Decimal Interchange Code (EBCDIC)

A
  • used in IBM mainframe computers

- 8-bit code permitting (2)^8 =256 different characters

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4
Q

program

A

sequence of computer instructions that perform some function
- designed to implement an algorithm

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5
Q

algorithm

A

procedure consisting of a finite set of well-defined steps

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6
Q

source code statements:

A
  • instructions like READ, GOTO, OPEN

- translated into machine-readable object code to produce executable program

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7
Q

variable

A
  • used by a program to store a value

- can be known or unknown

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8
Q

declaration

A
  • defines a variable
  • specifies the type of data a variable can contain
  • reserves space for the variable in the program’s memory
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9
Q

assignment

A

give values to variable

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10
Q

command:

A

instructs the program to take specific action

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11
Q

function:

A

specific operation grouped into a unit that can be called within the program

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12
Q

flowchart

A
  • step by step representation of a specific procedure or algorithm
  • -> terminal: begins and ends flowchart (pill shaped)
  • -> input/output: defines an i/o operation (rhombus)
  • -> processing: defines a calculation or data manipulation (rectangle)
  • -> predefined process (subroutine): refers to a calculation or data manipulation formally defined elsewhere (square with stripes on left and right sides)
  • -> decision: indicates a branch or question in the process flow (typically two options, such as yes and no) (diamond)
  • -> connector: indicates flowchart continues elsewhere (circle)
  • -> off-page: indicates flowchart continues on following page (looks like home base plate)
  • -> annotation: indicates a comment (rectangle with dotted line)
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13
Q

machine language instructions:

A
  • compatible with and readily understood by the central processing unit (CPU)
  • each instruction must be expressed as a series of bits (intrinsic machine code)
  • may be written in octal or hexadecimal for convenience, then converted to binary
  • instructions consists of op-codes and operands
  • -> op code : operation to be performed
  • -> operand: storage location
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14
Q

assembly language

A
  • next-higher -level language above machine language
  • mnemonic codes specify operations
  • operands referred to by variable name rather than address
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15
Q

macros

A
  • blocks of code repeated verbatim at multiple locations in a program
  • written once and the referred to by a symbolic name
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16
Q

assembler

A
  • translates assembly language into machine language
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17
Q

linker

A
  • combines portions of other programs or function libraries after assembly
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18
Q

loader

A

places the program in the computer’s memory in order to run it

19
Q

A portion of computer code contains the instructions LR, SC and JL. Most likely these are A) machine language B) assembly language C) object code D) interpreted code

A

B) assembly language
–> assembly language usually consists of short commands such as LR for loading a value into the register, SC for storing a result in location C, and JL for jumping if the result is less than a given number. Assembly language is translated into binary machine language (also known as “object code”) by an interpreter or compiler program

20
Q

relative computational speed languages

A

slower faster
<——————————————————————————————————————————————————————————–>
interpreted program pseudo-compiled compiled assembly language

21
Q

structure:

A

in a structural language, each subroutine and other procedure has one specific entry point and one specific return point.

22
Q

strong data typing

A
  • different types of data are defined and cannot be interchanged
  • for example, integers and real number cannot be combined in arithmetic statements
23
Q

weak data typing

A
  • data of one type can be used where data of another type is expected
  • for example, the number 3 can be added to the alphanumerical string “4” to get 7. (in a strongly typed language, this would probably result in an error.)
24
Q

portability

A

a portable language can be implemented on different machines

25
Q

structured programming

A
  • divides a procedure or algorithm into parts:
  • -> subprograms
  • -> subroutines
  • -> modules
  • -> blocks
  • -> procedures
26
Q

Recursive calls

A
  • permits a subprogram to call itself

- requires less code, but uses more memory

27
Q

order of operations

A
  • calculations are performed in a specific order
  • instructions in parentheses are done first
  • symbols for mathematical operations

+ add
- subtract
* multiply
/ divide

X^B may be expressed as either:
X**B
X^B

28
Q

Two floating point numbers, A and B are passed to recursive subroutine. If A is greater than or equal to 7, the subroutine returns the value of A. if A is greater than or equal to 7, the subroutine returns the vale of A. If A is less than the smaller of 7 and B, the subroutine divides A by 2, then passes the values of A and B to itself. Most likely what condition might this subroutine encounter?
A) overflow B) miscompare) C) infinite loop D) type mismatch

A

C) infinite loop:

Consider the case where A = 6 and B=9. 6 is not greater than or equal to 7, so control is note returned to the main program. 6 is less than the smaller of 7 and 9, so 6 is divided by 2, giving 3. The subroutine passes A=3 and = 9 to itself.
3 is not greater than or equal to 7, so control is not returned to the main program. 3 is less than the smaller of 7 and 9, so is 3 divided by 2, giving 1.5 The subroutine passes A=1.5 and B=9 to itself. the process repeat indefinitely because A will never be greater than 7

29
Q

IF - THEN statement

A

IF < condition > THEN < action >

  • fi the condition is satisfied, then the action is executed.
  • If the condition is not satisfied, then the action is not executed and the program moves to the next operation
30
Q

IF- THEN- ELSE statement

A

IF THEN ELSE

  • If the condition is satsified, then action 1 is executed
  • IF the condition is not satisfied, then action 2 is executed
31
Q

DO WHILE loop

A

the set of instructions after the DO WHILE instruction and before the ENDWHILE instruction is repeated as long as the condition remains true.

32
Q

DO WHILE loop

A

The set of instructions after the DO UNTIL instruction and the ENDUNTIL instruction is repeated as long as the condition remains false

33
Q

FOR loop

A
  • The set of instructions after the FOR instructions and before the NEXT instruction is repeated
  • the counter range determines the number of loops
34
Q

GOTO

A
  • moves the program to an instruction elsewhere in the program
  • avoided in structured programming
35
Q

A structure computer program contains the following program segment.

Set G= 1 and X=0 
DO WHILE G 	≤ 5
G = G * X + 1 
X = G 
ENDWHILE 
What is the value of G after the segment is executed?
A) 5 
B) 26
C) 63
D) the loop never ends
A

B) 26

the first execution of the WHILE loop results in
G= (1) (0) + 1 = 1
X=1

the second execution of the WHILE loop results in
G= (1) (1) + 1 =2
X =2

The 3rd execution of the WHILE loop results in
G= (2) (2) + 1 = 5
X = 5

The WHILE condition is still satisfied, so the instruction is executed a fourth time
G= (5) (5) + 1 =26
X = 26

36
Q

modular programming

A
  • builds efficient larger applications from smaller parts ( modules )
37
Q

object- oriented programming ( OOP)

A
  • uses modular programming
  • deals with objects, which are data structures (databases) and their associated functionalities
  • exhibits characteristics like class, inheritance, data hiding, data abstraction, polymorphism, encapsulation, interference, and package
    examples: Java, C ++, Python
38
Q

Hierarchy of Operations

A
  1. operations within parentheses
    - -> innermost pair first working outwards
  2. exponentiation
    - -> right to left
  3. multiplication and division
    - -> left to right
  4. addition and subtraction
    - -> left to right
39
Q

Simulator

A

computer program that replicates a real-world system

40
Q

digital model

A
  • used in simulations, incorporating variables representing physical characteristics and properties of simulated system
  • used to gain understanding of system’s characteristics and dynamics
  • can be used to test multiple design scenarios
41
Q

record

A
  • collection of fields

- for example, a personnel record containing the fields name, age, and address

42
Q

file

A

storage for groups of records

43
Q

sequential file structure

A
  • contains consecutive records and is read starting from beginning
  • typical of data on magnetic tape