Study your flashcards anywhere!

Download the official Cram app for free >

  • Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off

How to study your flashcards.

Right/Left arrow keys: Navigate between flashcards.right arrow keyleft arrow key

Up/Down arrow keys: Flip the card between the front and back.down keyup key

H key: Show hint (3rd side).h key

A key: Read text to speech.a key


Play button


Play button




Click to flip

17 Cards in this Set

  • Front
  • Back
Define an algorithmic solution to a problem
A solution that is reached in a series of steps.

e.g. Balance a checkbook; bake a cake
Define a heuristic solution to a problem
A solution that is, in essence, attained through trail and error.

e.g. Which stock to buy; whether to expand the company
List the steps in problem solving leading to the best solution.
1. Identifying the problem
2. Understanding the problem
3. Identifying alternative solutions
4. Selecting the best solution
5. Preparing a list of instructions to solve the problem by the chosen solution
6. Evaluating the solution
Define "algorithm"
The set of action steps used to solve an algorithmic problem
Define "program"
The set of instructions that make up the solution after they have been coded into a particular computer language.
Define "results"
The outcome or the completed computer-assisted answer.
Define "solution"
The instructions that must be followed to produce the best results.
List the types of problems (generally) that can be solved on computers
1. Computational
2. Logical
3. Repetitive
Define "computational problem"
A problem involving some kind of mathematical processing
Define "logical problem"
A problem involving relational or logical processing
Define "repetitive problem"
A problem involving repeating a set of mathematical and/or logical instructions
Define "constant"
A value that never changes during the processing of all the instructions in a solution. Constants can be any type of data -- numeric, alphabetical, or special symbols.
Define "variable"
A value that may change during the processing of all the instructions in a solution. In many languages variables are called "identifiers" since the name identifies what the value represents.
List the reasons for following a naming convention for constants & variables
1. Allows several programmers to work on the same project w/out the problem of conflicting variable and module names.
2. It allows programs to be more easily read because there is only one consistent name for a variable.
3. It allows the code to be easily maintained.
4. The software should perform more efficiently by using consistent naming modules and variables.
5. There should be an increase in performance expectation.
6. naming conventions should produce a clean, well-written program.
Define the variable's "name"
The label the computer uses to find the correct memory location of the variable.
Define the variable's "value"
The contents of the memory location for that variable.
List the rules for naming and using variables
1. Create a short names according to what it represents
2. Do not use spaces
3. Start with a letter
4. Do not use a dash "-"
5. Use the EXACT name in all places where the data item is used.
6. Be consistent when using upper- and lowercase characters.
7. Use the naming convention specified by the company where you work.