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115 Cards in this Set
- Front
- Back
The language, made up of binary coded instructions, that is used directly by the computer
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Machine Language
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A low-level programming language in which an mnemonic is used to represent each of the instructions for a particular computer
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Assembly Language
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A program that translates an assembly language program into machine code
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Assembler
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A subprogram in C++
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Function
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A program that translates a high-level language into machine code
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Compiler
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A program written in a high-level programming language
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Source Program
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The machine language version of a source program
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Object Program
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The formal rules governing how valid instructions are written in a programming language
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Syntax
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The set of rules that determines the meaning of instructions written in a programming language.
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Semantics
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A language that is used to write the rules for another language.
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Metalanguage
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A name that is used to refer to a function or data object.
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Identifier
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A specific set of values, along with operations that can be applied to those values.
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Data type
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An identifier referring to a value that can be changed
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Variable
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An identifier referring to a value that cannot be changed.
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Named constant
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A value that appears in a program
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Literal
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An arrangement of identifiers, literals, and operators that can be evaluated
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Expression
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An operator with just one operand
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Unary operator
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An operator with two operands
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Binary operator
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Implicitly changing a value of one type into another
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Type coercion
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Explicitly changing a value of one type into another
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Type casting
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A computation involving both floating-point and integer values
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Mixed type expression
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The values that appear between parentheses in a function call
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Argument list
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A function that is called as a separate statement
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Void function
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Planning or scheduling the performance of a task or an event
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Programming
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A programmable device that can store, retireve and process data
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Computer
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A sequence of instructions to be performed by a computer
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Computer program
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The process of planning a sequence of steps for a computer to follow
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Computer programming
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A step-by-step procedure for solving a problem in a finite amount of time
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Algorithm
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A set of rules, symbols and special words sued to construct a computer program
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Programming language
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The written text and comments that make a program easier for other to understnad, used and modify
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Documentation
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Any knowledge that can be communicated
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Information
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Information in a form a computer can use
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Data
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Internal data storage in a computer
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Memory unit
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The part of the computer that executes the instructions(program_ stored in memory; made up of the arithmetic/logic unit and the control unit
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Central procccessing unit (CPU)
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The component of the central processing unit that performs arithmetic and logical operations
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Arithmetic/Logical unit (ALU)
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The component of the central processing unit that controls the actions of the other components so that instructions(the program) are executed in the correct sequence
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Control unit
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The parts of the computer that accept data to be processed(input) and present the results of that processing(output)
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Input/Output devices (I/O)
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An input, output, or auxilary storage device attached to a computer
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Peripheral device
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A device that stores data in encoded form outside the computer's main memory
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Auxiliary storage device
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The physical components of a computer
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Hardware
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Computer programs; the set of all programs available on a computer
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Software
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The unauthorized copying of software for either personal use or use by others
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Software piracy
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A computer program that replicates itstlf, oftevn with the goal of spreading to other ocmputers without authorization, and possilby with the intent of doing harm
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Virus
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The application of traditional engineering methodologies and techniques to the development of software
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Software engineering
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A word that has special meaning in C++; it cannot be used as a programmer-defined identifier
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Reserved word
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A statement that associates an identifier with a data object, a function or a data type so that the programmer can refer to that item by name
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Declaration
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A statment that stores the value of an expression into a variable
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Assignment statement
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To compute a new value by performing a specified set of operations on given values
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Evaluate
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A named area in secondary storage that is used to hold a collection of data; the collection of data itself
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File
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The mechanism that transfers contorl to a function
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Function call
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A function that returns a single value to its caller and is invoked from within an expression
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Value-returning function
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A technique for developing software in which the solution is expressed in terms of objects - self-containted entities composed of data and operations on that data
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Object-oriented design
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A technique for developing software in which the problem is divided into more easily handled subprograms, the solutions of which creat a solution to the overall program
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Functional decomposition
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A step for which the implemetation details are fully specified
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Concrete step
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A step for which some implementation details remain unspecified
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Abstract step
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A self-containted collection of steps that solves a problem or subproblem; can contain both concrete and abstract steps
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Module
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A property of a module that performs exactly the smae operation as the abstract step it defines. A pair of modules are also functionally equivilant to each other when they perform exaclty the same operation
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Functional equivalence
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A property of a module in which all concrete steps are directed toward solving just one problem, and any significant subproblems are written as abstract steps
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Functional cohesion
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Program code containing meaningful identifiers as well as judiciously used clafiying comments
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Self-documenting code
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The order in which the computer executes statments in a program
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Flow of control
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A statement used to alter the normally sequential flow of control
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Control structure
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Evalutaion of a logical expression in left-to-right order with evalutation stopping as soon as the final truth value cna be determined
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Short-circuit evalutaion
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The act of using a C++ stream object in a logical expression as if it were a Boolean variable; the result is true if the last I/O operation on that stream suceeded, and false otherwise
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Testing the state of a stream
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An assertion that must be true before a module begins executing
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Precondition
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An assertion that should be true after a module has executed
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Postcondition
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A document that specifies how a program is to be tested
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Test plan
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Using the test cases specified in a test plan to verify that a program outputs the predicted results
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Test plan implementation
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A control structure that causes a statement or group of statements to be executed repeatedly
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Loop
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The point at which the flow of control reaches the first statement inside a loop
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Loop entry
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An individual pass through, or repetition of, the body of a loop
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Iteration
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The point at which teh While expression is evaluated and the decision is made either to begin a new iteration or skip to the statment imeediatly following the loop
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Loop test
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The point at which the repitition of the loop body ends and control passes to the first statment folloing the loop
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Loop exit
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The condition that causes a loop to be exited
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Termination condition
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A loop that executes a specified number of times
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Count-controlled loop
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A loop that terminates when something happens inside teh loop body to signal that the loop should be exited
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Event-controlled loop
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A counter variable that is incremented with each iteration of a loop
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Iteration counter
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A variable tha tis incremented each time a particular event occurs
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Event counter
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A measure of the effort expended by the computer in performing a computation, relative to the size of the computation
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Complexity
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A statement that transters cocntrol to a void function. In C++, this statment is the name of the function, followed by a list of arguments
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Funtion call (to a void function)
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A function declaration without the body of the function
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Function prototype
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A function declaration that includes the body of the function
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Function definition
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A parameter that receives a copy of the value of the corresponding argument
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Value parameter
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A parameter that recieves the location (memory address) of the caller's argument
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Reference parameter
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A connecting link at a shared bondary that permeits independent systmes to meet and act on or communitacte with each other. Also, the formal descriptions of the purpose of a subprogram and the mechanism for communicating with it
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Interface
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Hiding a module implementation in a separate block with a formally specified interface
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Encapsulation
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The flow of information from the calling code to a function and from the function back to the calling code
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Data flow
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The region of program code where it is legal to reference (use) an identifier
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scope
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The precedence that a local identifier in a function has over a global identifier with the same name in any references that the funcction makes to that identifier, also called name hiding
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Name precedence
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The rules that determine where in the proram an identifier may be accessed, given the point hwere that identifier is declared
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Scope rules
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With repsect to a given block, any identifier declared outside that block
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Nonlocal identifier
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The period of time during program execution when an identifier has memroy allocated to it
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Lifetime
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A variable for which memory is allocated and deallocated when control enters and exites the block in which it is declared
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Automatic varibable
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A variable for which memory remians allocated throughout the execution of the entire program
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Static variable
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Any effect of one funciton on another that is not a part of the explicitly defined interface between them
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Side effect
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The data type of the reslut value returned by a function
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Function value type
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The seperation of the logical properties of an action from its implementation
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Control abstraction
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The principle that a module should perform exactly one abstract action
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Functional cohesion
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A measure of the quantity of data passing through a module's interface
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Communication complexity
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A dummy function that assists in testing part of a program. It has the same name and interface as a function that actually would be called by the part of the program being tested, but it is usually much simpler
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Stub
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A simple main function that is used to call a function being tested. The use of it permits the direct control of teh testing process
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Driver
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The expression whose value determines which switch label is selected. It cannot be a floating-oint or string expression
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Switch expression
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A data type in which each value is atomic (indivisible)
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Simple (atomic) data type
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The interval within which values of a numeric type must fall, specified in terms of the largest and smallest allowed values
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Range of values
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The printable (character) form of a data value
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External representation
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The form in which a data value is stored inside the memory unit
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Internal representation
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The maximum number of significatn digits
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Precision
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Those digits from teh first nonzero digit on teh left to the last nonzero digit on the right (plus any 0 digis that are exact)
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Significant digits
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Arithmetic error that ocurs when the precision of the true result of an arithmetic operation is greater than the precision of the machine
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Representattional error
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A user-defined data type whose domain is an ordered set of literal values expressed as identifiers
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Enumeration type
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One of the values in the domain of an enumeration type
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Enumerator
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A user-defined type whose declaration includes a type idntifier tha tgives a name to the type
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Named type
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A type that does not have an associated type identifier
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Anonymous type
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A structured collection of components, all of the same type, that is given a single name. Each component (element) is accessed by an index that indicates the component's position within the collection
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One-dimensional array
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An index value that, in C++, is either less than 0 or greater than the array size minus 1
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Out-of-bounds array index
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The memory address of the first element of an array
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Base address
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