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83 Cards in this Set

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  • Back
programs
The directions given to computers are called programs.
programmers
The people who write programs are called programmers.
applications programmers
Application programmers write and maintain programs that handle a specific task.
systems programmers
Systems programmers write and maintain programs that help the computer carry out its basic operating functions.
programming languages
Programmers use programming languages to communicate with the computer.
machine language
Computer instructions written in 0s and 1s are called machine language or machine code.
assembly languages
Assembly languages were developed after machine languages and allow the programmer to use mnemonics in place of the 0s and 1s in a program.
mnemonics
the alphabetic abbreviations used to represent instructions in assembly languages are called mnemonics.
assembler
An assembler is a program that converts assembly instructions into machine code.
high-level languages
High-level languages were developed after assembly languages and allow the programmer to use computer instructions that more closely resemble the English language.
interpreter
An interpreter is a program that translates high-level instructions into machine code, line by line, as the program is running.
compiler
A compiler is a program that, in most cases, translates all of a program's high-level instructions into machine code before running the program. The .NET language-specific compilers, however, translate the program instructions into IL (or MSIL). The JIT compiler then translates the IL into machine code.
procedure-oriented program
When writing a procedure-oriented program, the programmer concentrates on the major tasks that the program needs to perform.
object-oriented program
When writing an object-oriented program, the programmer concentrates on the objects that the program can use to accomplish its goal. However, the programmer uses procedure-oriented programming when coding an object's tasks.
OOP
OOP is an acronym for object-oriented programming and means that you are using an object-oriented language to create a program that contains one or more objects.
OOD
OOD is and acronym for object-oriented design-a design methodology used to plan object-oriented programs.
object
An object is anything that can be seen, touched, or used.
attributes (properties)
Attributes, also called properties, are the characteristics that describe an object.
behaviors/methods
Behaviors include methods, which are the operations (actions) that an object is capable of performing.
behaviors/events
Behaviors also include events, which are actions to which an object can respond.
class
A class is a pattern or blueprint used to create an object.
encapsulates
A class encapsulates (contains) all of the attributes and behaviors that describe the object created by the class.
instances
Objects created from a class are referred to as instances of the class.
abstraction
Abstraction refers to the hiding of the internal details of an object from the user.
hidden/exposed
Some attributes and behaviors of an object are hidden from the user, while others are exposed to the user.
inheritance
Inheritance refers to the fact that you can create one class from another class.
derived class/base class
The new class is called the derived class, and the original is called the base class.
polymorphism
Polymorphism is the object-oriented feature that allows the same instruction to be carried out differently depending on the object.
(IDE) integrated development environment
An integrated development environment (IDE) is an environment that contains all of the tools and features you need to create, run, and test your programs.
application
Application is another name for program.
Windows-based application
A Windows-based application has a Windows user interface and runs on a desktop computer.
Web-based application
A Web-based application has a Web user interface and runs on a server.
user interface
A user interface is what you see and interact with when using an application.
Microsoft .NET Framework 2.0
The Microsoft .NET Framework 2.0 is a platform on which to create .NET applications.
.NET language
A .NET language is a language that runs in the .NET Framework.
.NET application
A .NET application is an application created using a .NET language.
.NET Framework class library
The .NET Framework class library contains an extensive set of classes that can be used in any .NET application.
(CLR) Common Language Runtime
The Common Language Runtime (CLR) is responsible for managing the execution of the IL (MSIL) instructions.
(MSIL) Microsoft Intermediate Language/
(IL) Intermediate Language
Each language-specific compiler in .NET translates program instructions into Microsoft Intermediate Language (MSIL), also called Intermediate Language (IL).
(JIT) just-in-time
The CLR provides a just-in-time (JIT) compiler that converts IL (MSIL) into native machine code.
solution
A solution is a container that stores the projects and files for an entire application.
project
A project is a container that stores files associated with only a specific piece of a solution.
Windows Form Designer window
You use the Windows Form Designer window to create your application's GUI.
GUI
GUI stands for graphical user interface.
Windows Form object (form)
A Windows Form object, or form, is the foundation for the user interface in a Windows-based application.
Solution Explorer window
The Solution Explorer window displays a list of the projects contained in the current solution, and the items contained in each project.
Project Designer window
The Project Designer window allows you to access various settings for the project.
source file
A source file is a file that contains code.
code
Code is another name for program instructions.
form file
A form file contains the code associated with a Windows Form object.
Properties window
An object's attributes (properties) are listed in the Properties window.
Object box
The Object box in the Properties window contains the name of the selected object.
Properties list
The left column of the Properties list displays the names of the properties associated with the selected object.
Settings box
The right column of the Properties list is called the Settings box and displays the current value (setting) of each of the properties.
namespace
A namespace contains the code that defines a group of related classes.
class definition
A class definition is a block of code that specifies (or defines) the attributes and behaviors of an object.
dot member access operator
The dot member access operator, which is a period, indicated a hierarchy of namespaces.
Name property
You use the name entered in an object's Name property to refer to the object in code.
Hungarian notation
Hungarian notation is a naming convention that uses the first three (or more) characters in the name to represent the object's type, and the remaining characters to represent the object's purpose.
camel case
When entering an object's name using camel case, you lowercase the first word (or, in the case of Hungarian notation, the characters that represent the object's type), and then uppercase the first letter of each subsequent word in the name.
Pascal case
When entering an object's name using Pascal case, you uppercase the first letter in the name, as well as the first letter of each subsequent word in the name.
Text property
The Text property of a form displays in the form's title bar and on the taskbar while the application is running. The Text property of a control appears inside the control.
StartPosition property
You use the StartPosition property to determine where the form is positioned when the application is started and the form first appears on the screen.
splash screen
A splash screen is the first image that appears when an application is started. It is used to introduce the application and hold the user's attention while the application is being read into the computer's internal memory.
Toolbox window/toolbox
The Toolbox window, or toolbox, contains the tools you use when creating your application. Each tool represents a class.
control
A control is another name for an object displayed on a form.
Label tool and label control
You use the Label tool to instantiate a label control, which displays text that the user is not allowed to edit while the application is running.
Button tool and button control
You use the Button tool to instantiate a button control. In a Windows application, a button control is used to perform an immediate action when clicked.
events
Events are actions to which an object can respond. Examples include clicking, double-clicking, and scrolling.
event procedure
An event procedure is a set of Visual Basic instructions that tells an object how to respond to an event.
Class Name list box
The Class Name list box in the Code Editor window lists the names of the objects included in the user interface.
Method Name list box
The Method Name list box in the Code Editor window lists the events to which the selected object is capable of responding.
procedure header and procedure footer
The first line in the code template is called the procedure header, and the last line is called the procedure footer.
keyword
A keyword is a word that has a special meaning in a programming language.
sub procedure
The term sub procedure refers to a block of code that performs a specific task.
Me.Close method
The Me.Close method instructs the computer to terminate the current application.
method
A method is a predefined Visual Basic procedure that you can call (or invoke) when needed.
sequential processing/sequence structure
The computer processes a procedure's instructions, one after another, in the order in which they appear in the procedure. This is referred to as sequential processing or as the sequence structure.
startup form
The startup form is the form that is automatically displayed when an application is started.
executable file
An executable file is a file that can be run outside of the Visual Studio 2005 IDE.
assignment statement
An assignment statement is an instruction that assigns a value to something, such as a property of a control.
assignment operator
The equal sign in an assignment statement is called the assignment operator.
syntax
The rules of a programming language are called its syntax.