Unit 11 Programming Techniques Flashcards

1
Q

What is an IDE?

A

Integrated Development Environment
A software which enables you to enter, edit, compile, interpret and run your programs

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2
Q

How can an IDE make entering program code as easy and quick as possible? (4)

A
  • Add line numbers
  • Automatically indent code
  • Auto-complete commands
  • Comment or un-comment a region
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3
Q

What is an Algorithm?

A

A sequence of instructions that can be followed to solve a problem

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4
Q

What is Pseudocode?

A

A type of instructions that are somewhere between English and a programming language

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5
Q

What is an Identifier?

A

A name that points to memory location

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6
Q

What is Assignment?

A

Assigning a value to the memory location

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7
Q

What is the difference between a Variable and a Constant?

A

A variable can be changed a constant can’t

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8
Q

Why would someone use a Constant instead of a Variable?

A

Reduces the risk of errors by reducing access to the memory location

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9
Q

What does MOD do?

A

Outputs the remainder after dividing 2 numbers

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10
Q

What does DIV do?

A

Outputs the integer answer after dividing 2 numbers

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11
Q

What does a Boolean Condition evaluate to?

A

True or Flase

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12
Q

What does AND do?

A

Returns TRUE if both conditions are true

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13
Q

What does OR do?

A

Returns TRUE if either of the conditions is true

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14
Q

What does NOT do?

A

A TRUE expression becomes FALSE and vice versa

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15
Q

What is Iteration?

A

Repetition of sections of code. There are 3 types of loop: While, Do and For

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16
Q

What is a Subroutine?

A

A set of instructions with a name. Program flow will ‘jump’ to that subroutine when called. When the subroutine has finished, the program will continue from where it was called

17
Q

What is a Library Subroutine?

A

A subroutine that comes pre-defined with the programming language

18
Q

How do you pass data to a Subroutine?

A

Put arguments in parentheses after calling the subroutine

19
Q

Why is the order of the parameters in the parentheses in the Subroutine important?

A

Each parameter order corresponds to a different variable in the subroutine

20
Q

How can a Function return a value?

A

Using a return statement

21
Q

What’s the difference between a Local and Global Variable?

A

A local variable is contained in a subroutine and can only be used, referenced or changed in that subroutine. A global variable is defined in the main program and can be used in any subroutine called from the main program

22
Q

What are the advantages of a Local Variable? (2)

A
  • The subroutines will be independent of a particular program and can be re-used in different programs
  • There is no chance of accidentally changing a variable in the main program that is used in a subroutine or vice versa
23
Q

What is Modular Programming?

A

Where a major task is broken down into smaller subtasks that may be further broken down until each ‘module’ performs a single function

24
Q

What are the advantages of Modular Programming? (4)

A
  • Large programs are broken down into subtasks that are easier to program and manage
  • Each module can be individually tested
  • Modules can be re-used several times in a program
  • Large programs are much easier to debug and maintain
25
Q

What are the essential characteristics of a Recursive Routine? (3)

A
  • A stopping condition or base case must be included
  • For input values other than the stopping condition, the routine must call itself
  • The stopping condition must be reached after a finite number of calls
26
Q

What is the Fibonacci Sequence?

A

Where each number is found by adding the two preceding numbers

27
Q

In OOP what does a class do?

A

Defines what an object in the class will look like (its properties), and what it can do (its methods). Its the blueprint for an object

28
Q

In OOP what is an Attribute?

A

A property of an object

29
Q

In OOP what is a Method?

A

The procedures that an object can perform

30
Q

Are Attributes normally defined as public or private?

A

Private

31
Q

Are Methods normally declared as public or private?

A

Public

32
Q

What does Encapsulation do?

A

Wraps the attributes and methods in the class definition, hiding details of the implementation from the user

33
Q

What is a Constructor?

A

A method used to create a new object in a class

34
Q

What is Instantiation?

A

Creating an instance of an object

35
Q

What is Polymorphism?

A

The ability of a programming language to process objects differently depending on their class

36
Q

What are the advantages of OOP? (4)

A
  • Classes can easily be saved in a library and reused in other programs
  • Encapsulation reduces code complexity
  • Attributes can be hidden from users so that they cannot change them accidentally
  • Easier to modify and maintain