Understanding the Program Development Cycle Flashcards

1
Q

This cycle includes these steps:
Understand the problem
Plan the logic
Code the program
Use software (a compiler or interpreter) to translate the program into machine language
Test the program
Put the program into production
Maintain the program

A

Program development cycle

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2
Q

One of the most difficult aspects of programming

A

Understanding the Problem

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3
Q

People for whom program is written

A

Users or end users (Understanding the Problem)

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4
Q

Supporting paperwork for a program

A

Documentation (Understanding the Problem)

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5
Q

Heart of the programming process

A

Planning the Logic

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6
Q

Most common planning tools

A

Flowcharts
Pseudocode
(Planning the Logic)

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7
Q

Walking through a program’s logic on paper before you actually write the program

A

Desk-checking (Planning the Logic)

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8
Q
  • Hundreds of programming languages are available
    Choose based on features
    Alike in their basic capabilities
  • Easier than planning step
A

Coding the Program

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9
Q
  • Compiler or interpreter
  • Changes the programmer’s English-like high-level programming language into the low-level machine language
A

Translator program (Using Software to Translate the Program into Machine Language)

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10
Q

What type of error is this?

  • Misuse of a language’s grammar rules
  • Programmer corrects listed syntax errors
  • Might need to recompile the code several times

Using Software to Translate the Program into Machine Language

A

Syntax error

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11
Q
  • Use a syntactically correct statement but use the wrong one for the current context
A

Logical error (Testing the Program)

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12
Q

Execute the program with some sample data to see whether the results are logically correct

A

Test (Testing the Program)

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13
Q

TRUE OR FALSE: Programs should be tested with many sets of data

A

TRUE

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14
Q

Process depends on program’s purpose
- May take several months

A

Putting the Program into Production

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15
Q

Entire set of actions an organization must take to switch over to using a new program or set of programs

A

Conversion (Putting the Program into Production)

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16
Q

Making changes after program is put into production

A

Maintenance (Maintaining the Program)

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17
Q

Common first programming job
- Maintaining previously written programs

A

Maintaining the Program

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18
Q

Make changes to existing programs
- Repeat the development cycle

A

Maintaining the Program

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19
Q

English-like representation of the logical steps it takes to solve a problem

A

Pseudocode (Using Pseudocode Statements and Flowchart Symbols)

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20
Q

Pictorial representation of the logical steps it takes to solve a problem

A

Flowchart

21
Q

What is this called?

start
input myNumber
set myAnswer = myNumber * 2
output myAnswer
stop

Pseudocode representation

A

Pseudocode representation of a number-doubling problem (Writing Pseudocode)

22
Q
  • Programmers preface their pseudocode with a beginning statement like start and end it with a terminating statement like stop
  • Flexible because it is a planning tool
A

Writing Pseudocode

23
Q

Create a flowchart
- Draw geometric shapes that contain the individual statements
- Connect shapes with arrows

A

Drawing Flowcharts

24
Q
  • Indicates input operation
  • Parallelogram
A

Input Symbol (Drawing Flowcharts)

25
Q
  • Processing statements such as arithmetic
  • Rectangle
A

Processing symbol (Drawing Flowcharts)

26
Q
  • Represents output statements
  • Parallelogram
A

Output symbol (Drawing Flowcharts)

27
Q

Arrows that connect steps

A

Flowlines (Drawing Flowcharts)

28
Q
  • Start/stop symbols
  • Shaped like a racetrack
  • Also called lozenge
A

Terminal symbols (Drawing Flowcharts)

29
Q

After the flowchart or pseudocode has been developed, the programmer only needs to:
- Buy a computer
- Buy a language compiler
- Learn a programming language
- Code the program
- Attempt to compile it
- Fix the syntax errors
- Compile it again
- Test it with several sets of data
- Put it into production

A

Repeating Instructions

30
Q

Repetition of a series of steps

A

Loop (Repeating Instructions)

31
Q

Repeating flow of logic with no end

A

Infinite Loop (Repeating Instructions)

32
Q

Making a decision
- Testing a value
Decision symbol
- Diamond shape

A

Using a Sentinel Value to End a Program

33
Q
  • Data-entry value that the user will never need
  • Sentinel value
A

Dummy value (Using a Sentinel Value to End a Program)

34
Q
  • Marker at the end of a file that automatically acts as a sentinel
A

eof (“end of file”) - (Using a Sentinel Value to End a Program)

35
Q

Many options for programming and user environments

A

Understanding Programming and User Environments

36
Q
  • Use a keyboard to type program statements into an editor
    _________________?
  • Similar to a word processor but without as many features
A

Plain text editor (Understanding Programming Environments)

37
Q

Software package that provides an editor, compiler, and other programming tools

A

Text editor that is part of an integrated development environment (IDE) - (Understanding Programming Environments)

38
Q

Location on your computer screen at which you type text entries to communicate with the computer’s operating system

A

Command Line (Understanding User Environments)

39
Q

Allows users to interact with a program in a graphical environment

A

Graphical user interface (GUI) - (Understanding User Environments)

40
Q

People have been writing modern computer programs since the 1940s

A

Understanding the Evolution of Programming Models

41
Q
  • Look much more like natural language
  • Easier to use
  • Create self-contained modules or program segments that can be pieced together in a variety of ways
A

Newer programming languages (Understanding the Evolution of Programming Models)

42
Q

What are the major models or paradigms used by programmers?

A

Procedural programming
Object-oriented programming
Major difference
(Understanding the Evolution of Programming Models)

43
Q

Focuses on the procedures that programmers create

A

Procedural programming (Understanding the Evolution of Programming Models)

44
Q

Focuses on objects, or “things,” and describes their features (or attributes) and their behaviors

A

Object-oriented programming (Understanding the Evolution of Programming Models)

45
Q

Focus the programmer takes during the earliest planning stages of a project

A

Major difference (Understanding the Evolution of Programming Models)

46
Q

Requires specific syntax
Must develop correct logic

A

Computer programming

47
Q

Their job is understanding the problem, planning the logic, coding the program, translating the program into machine language, testing the program, putting the program into production, and maintaining it

A

Programmer’s Job

48
Q

TRUE OR FALSE: Procedural and object-oriented programmers approach problems differently

A

TRUE