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60 Cards in this Set

  • Front
  • Back
Hardware
The physical components that a computer is made up of
CPU (Central Processing Unit)
Fetchs instructions, follows instructions, and produces some result; coordinates all of the computer's operations; consists of the arithmetic and logic unit and the control unit; engages in the fetch/decode/execute cycle when running a program
RAM (Random-Access Memory)
The computer's main memory; a device that holds information; holds the sequences of instructions in the programs that are running and the data those programs are using; used only for temporary storage
Bit (Binary Digit)
A switch that is in a memory cell; can be either on (representing a 1) or off (representing a 0); there are 8 bits in each cell of memory
Byte
Each memory cell; a collection of eight bits
Address
A unique number that is assigned to each byte; ordered from lowest to highest
Secondary Storage
Meant for long term storage; most common type is the disk drive; also includes floppy disks, USB drives, CDs, and DVDs
Input Device
The device that collects information from the outside world and sends it to the computer; includes keyboards, mouse, scanner, digital cameras, microphones
Output Devices
A device that sends information to the outside world, as well as formatting it and presenting it
Software
Programs that run on a computer
Operating System
A set of programs that manages the computer's hardware devices and controls their processes
Single Tasking Operating System
Capable of running only one program at a time
Multitasking Operating System
Capable of running multiple programs at one time
Single User Operating System
Allows only one user to operate the computer at a time
Multiuser Operating System
Allows multiple users to operate the computer at one time
Algorithm
A set of well-defined steps for performing a task or solving a problem
Machine Language
A computer language formed by binary numbers
Binary Numbers
Numbers consisting of only 1s and 0s
Programming Languages
Languages which use words instead of numbers in order to make programming computers easier
High-Level Languages
Programming languages that are closest to the level of human readability
Low-Level Languages
Programming languages that are closest to the level of machine readability
Portability
Can be used on more than one type of system
Text Editor
A program similar to a word processing program that is used for programming
Source Code
The statements written by a programmer
Source File
The file that the source code and statements are saved in
Preprocessor
A program that reads the source code in the first phase of translating the language into machine language
Compiler
Steps through the preprocessed source code, translating each source code instruction into the appropriate machine language instruction
Syntax Errors
Illegal uses of key words, operators, punctuation, and other language elements
Translated Machine Language Instructions
Object code and object file
Run-Time Library
The extensive collection of code that is equipped to perform common operations or sometimes difficult tasks
Executable File
Contains machine language instructions (executable code) and is ready to run on the computer
IDEs (Integrated Development Environments)
Enviroments that are on many development systems that consist of a text editor, compiler, debugger, and other utilities integrated into a package with a single set of menus
Key Words (Reserved Words)
Words that have a special meaning; may only be used for their intended purpose
Programmer-Defined Identifiers
Words or names identified by the programmer; are symbolic names that refer to variables or programming routines
Operators
Perform operations on one or more operands (a piece of data, like a number)
Punctuation
Characters that mark the beginning or ending of a statement, or separate items in a list
Syntax
Rules that must be followed when constructing a program; dictates how key words and operators may be used, and where punctuation symbols must appear
Hierarchy Chart
A diagram that graphically depicts the structure of a program
Flowchart
A diagram that shows the logcal flow of a program
Pseudocode
A cross between human language and a programming language
Logical Errors
Misstakes that cause the program to produce erroneous results
Desk-Checking
When the programmer starts reading the program, or a portion of the program, and steps through each statement
Procedural Programming
The programmer constructs procedures (also called functions), which are collections of programming statements that perform a speciifc task; procedures contain their own variables and commonly share variables with other procedures
Object-Oriented Programming
Centerd on the object (a programming element that contains data and the procedures that operate on the data)
Preprocessor Directive
Reads the program before it is compiled and only executes those lines beginning with a # symbol
Function
A group of one or more programming statements that collectively have a name
String Literal/String Constant
The group of characters inside quotation marks
Console Output
Plain Text
Stream Object
An object that works with streams of data
Variable Definition
Tells the compiler the variable's name and the type of data it will hold
Identifier
A programmer-defined name that represents some element of a program
Null Terminator/Null Character
Marks the end of the string
Floating-Point
A data type that allows fractional values
Mantissa
The first part of a fractional number that is expressed as a decimal
Truncated
When part of a value is discarded
Boolean Expressions
Expressions that have a true or false value
Scope
The part of the program where a specified variable may be used
Unary
Operators taht require a single operand
Binary
Operators that work with two operands
Ternary
Operators that work with three operands