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118 Cards in this Set

  • Front
  • Back

abstract class

a class that cannot be directly used to create objects; often used to define an interface to derived classes. A class is made abstract by having a pure virtual function or a protected constructor.

abstraction

a description of something that selectively and deliberately ignores (hides) details (e.g., implementation details); selective ignorance.

address

a value that allows us to find an object in a computer’s memory.

algorithm

a procedure or formula for solving a problem; a finite series of computational steps to produce a result.

alias

an alternative way of referring to an object; often a name, pointer, or reference.

application

a program or a collection of programs that is considered an entity by its users.

approximation

something (e.g., a value or a design) that is close to the perfect or ideal (value or design). Often an approximation is a result of trade-offs among ideals.

argument

a value passed to a function or a template, in which it is accessed through a parameter.

array

a homogeneous sequence of elements, usually numbered, e.g., [0:max).

assertion

a statement inserted into a program to state (assert) that something must always be true at this point in the program.

base class

a class used as the base of a class hierarchy. Typically a base class has one or more virtual functions.

bit

the basic unit of information in a computer. A bit can have the value 0 or the value 1.

bug

an error in a program

byte

the basic unit of addressing in most computers. Typically, a byte holds 8 bits.

class

a user-defined type that may contain data members, function members, and member types.

code

a program or a part of a program; ambiguously used for both source code and object code.

compiler

a program that turns source code into object code.

complexity

a hard-to-precisely-define notion or measure of the difficulty of constructing a solution to a problem or of the solution itself. Sometimes complexity is used to (simply) mean an estimate of the number of operations needed to execute an algorithm.

computation

the execution of some code, usually taking some input and producing some output.

concept

(1) a notion, an idea; (2) a set of requirements, usually for a template argument.

concrete class

a class for which objects can be created.

constant

a value that cannot be changed (in a given scope); not mutable.

constructor

an operation that initializes (“constructs”) an object. Typically a constructor establishes an invariant and often acquires resources needed for an object to be used (which are then typically released by a destructor).

container

an object that holds elements (other objects).

copy

an operation that makes two objects have values that compare equal. See also move.

correctness

a program or a piece of a program is correct if it meets its specification. Unfortunately, a specification can be incomplete or inconsistent, or can fail to meet users’ reasonable expectations. Thus, to produce acceptable code, we sometimes have to do more than just follow the formal specification.

cost

the expense (e.g., in programmer time, run time, or space) of producing a program or of executing it. Ideally, cost should be a function of complexity.

data

values used in a computation.

debugging

the act of searching for and removing errors from a program; usually far less systematic than testing.

declaration

the specification of a name with its type in a program.

defintion

a declaration of an entity that supplies all information necessary to complete a program using the entity. Simplified definition: a declaration that allocates memory.

derived class

a class derived from one or more base classes.

design

an overall description of how a piece of software should operate to meet its specification.

destructor

an operation that is implicitly invoked (called) when an object is destroyed (e.g., at the end of a scope). Often, it releases resources.

encapsulation

protecting something meant to be private (e.g., implementation details) from unauthorized access.

error

a mismatch between reasonable expectations of program behavior (often expressed as a requirement or a users’ guide) and what a program actually does.

executable

a program ready to be run (executed) on a computer.

expression

a computation usually yielding a value or deposing its result in an object.

feature creep

a tendency to add excess functionality to a program “just in case.”

file

a container of permanent information in a computer.

function

a named unit of code that can be invoked (called) from different parts of a program; a logical unit of computation.

generic programming

a style of programming focused on the design and efficient implementation of algorithms. A generic algorithm will work for all argument types that meet its requirements. In C++, generic programming typically uses templates.

handle

a class that allows access to another through a member pointer or reference. See also copy, move,resource.

header

a file containing declarations used to share interfaces between parts of a program

hiding

the act of preventing a piece of information from being directly seen or accessed. For example, a name from a nested (inner) scope can prevent that same name from an outer (enclosing) scope from being directly used.

ideal

the perfect version of something we are striving for. Usually we have to make trade-offs and settle for an approximation

implementation

(1) the act of writing and testing code; (2) the code that implements a program.

infinite loop

a loop where the termination condition never becomes true. See iteration.

infinite recursion

a recursion that doesn't end until the machine runs out of memory to hold the calls. In reality, such recursion is never infinite but is terminated by some hardware error.

information hiding

the act of separating interface and implementation, thus hiding implementation details not meant for the user’s attention and providing an abstraction.

initialize

giving an object its first (initial) value.

input

values used by a computation (e.g., function arguments and characters typed on a keyboard).

integer

a whole number, such as 42 and –99.

interface

a declaration or a set of declarations specifying how a piece of code (such as a function or a class) can be called.

invariant

something that must be always true at a given point (or points) of a program; typically used to describe the state (set of values) of an object or the state of a loop before entry into the repeated statement.

iteration

the act of repeatedly executing a piece of code; see recursion.

iterator

an object that identifies an element of a sequence.

library

a collection of types, functions, classes, etc. implementing a set of facilities (abstractions) meant to be potentially used as part of more than one program.

lifetime

the time from the initialization of an object until it becomes unusable (goes out of scope, is deleted, or the program terminates).

linker

a program that combines object code files and libraries into an executable program.

literal

a notation that directly specifies a value, such as 12 specifying the integer value “twelve.”

loop

a piece of code executed repeatedly; in C++, typically a for-statement or a while-statement.

move

an operation that transfers a value from one object to another, leaving behind a value representing “empty.” See also copy.

mutable

changeable; the opposite of immutable, constant, and variable.

object

(1) an initialized region of memory of a known type which holds a value of that type; (2) a region of memory.

object code

output from a compiler intended as input for a linker (for the linker to produce executable code).

object file

a file containing object code.

object-oriented programming

a style of programming focused on the design and use of classes and class hierarchies.

operation

something that can perform some action, such as a function and an operator.

output

values produced by a computation (e.g., a function result or lines of characters written on a screen).

overflow

producing a value that cannot be stored in its intended target.

overload

defining two functions or operators with the same name but different argument (operand) types.

override

defining a function in a derived class with the same name and argument types as a virtual function in the base class, thus making the function callable through the interface defined by the base class.

owner

an object responsible for releasing a resource.

paradigm

a somewhat pretentious term for design or programming style; often used with the (erroneous) implication that there exists a paradigm that is superior to all others.

parameter

a declaration of an explicit input to a function or a template. When called, a function can access the arguments passed through the names of its parameters.

pointer

(1) a value used to identify a typed object in memory; (2) a variable holding such a value.

post-condition

a condition that must hold upon exit from a piece of code, such as a function or a loop.

pre-condition

a condition that must hold upon entry into a piece of code, such as a function or a loop.

program

code (possibly with associated data) that is sufficiently complete to be executed by a computer.

programming

the art of expressing solutions to problems as code.

programming language

a language for expressing programs

pseudo code

a description of a computation written in an informal notation rather than a programming language.

pure virtual function

a virtual function that must be overridden in a derived class.

RAII (“Resource Acquisition Is Initialization”)

a basic technique for resource management based on scopes.

range

a sequence of values that can be described by a start point and an end point. For example, [0:5) means the values 0, 1, 2, 3, and 4.

recursion

the act of a function calling itself; see also iteration.

reference

(1) a value describing the location of a typed value in memory; (2) a variable holding such a value.

regular expression

a notation for patterns in character strings.

requirement

(1) a description of the desired behavior of a program or part of a program; (2) a description of the assumptions a function or template makes of its arguments.

resource

something that is acquired and must later be released, such as a file handle, a lock, or memory. See also handle, owner.

rounding

conversion of a value to the mathematically nearest value of a less precise type.

scope

the region of program text (source code) in which a name can be referred to.

sequence

elements that can be visited in a linear order.

software

a collection of pieces of code and associated data; often used interchangeably with program.

source code

code as produced by a programmer and (in principle) readable by other programmers.

source file

a file containing source code.

specification

a description of what a piece of code should do.

standard

an officially agreed-upon definition of something, such as a programming language.

state

a set of values.

statement

a basic unit of a program controlling the execution flow in a function, such as if-statement, for statement, expression statement, and declaration

string

a sequence of characters.

style

a set of techniques for programming leading to a consistent use of language features; sometimes used in a very restricted sense to refer just to low-level rules for naming and appearance of code.

subtype

derived type; a type that has all the properties of a type and possibly more.

supertype

base type; a type that has a subset of the properties of a type.

system

(1) a program or a set of programs for performing a task on a computer; (2) a shorthand for “operating system,” that is, the fundamental execution environment and tools for a computer.

template

a class or a function parameterized by one or more types or (compile-time) values; the basic C++ language construct supporting generic programming.

testing

a systematic search for errors in a program.

trade-off

the result of balancing several design and implementation criteria.

truncation

loss of information in a conversion from a type into another that cannot exactly represent the value to be converted.

type

something that defines a set of possible values and a set of operations for an object.

unitialized

the (undefined) state of an object before it is initialized.

unit

(1) a standard measure that gives meaning to a value (e.g., km for a distance); (2) a distinguished (e.g., named) part of a larger whole.

use case

a specific (typically simple) use of a program meant to test its functionality and demonstrate its purpose.

value

a set of bits in memory interpreted according to a type.

variable

a named object of a given type; contains a value unless uninitialized.

virtual function

a member function that can be overridden in a derived class.

word

a basic unit of memory in a computer, usually the unit used to hold an integer.