Fundamentals of Programming Flashcards

1
Q

Define Memory Address

A

A specific location in memory where instructions or data are stored.

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2
Q

Difference between a computer program and Algorithm?

A

An algorithm is a sequence of steps that can be followed to complete a task, a computer program is the actual code that completes the algorithm.

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3
Q

Name all data types and their uses

A

INTEGER - whole number,
FLOAT/REAL - fractional/ has decimal point,
STRING - characters,
BOOLEAN - True or False (1 or 0),
CHARACTER - stores individual character,
DATE/TIME - store date formats,
POINTER/REFERENCE - stores a value that relates to a location in memory,
ARRAY - a list of data (elements) of the same type

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4
Q

Define Initialisation

A

Setting the starting values for a variable

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5
Q

Define Nesting

A

Placing one set of instructions within another set of instructions

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6
Q

Explain the two types of Iteration

A

Indefinite = a process that repeats until a certain condition is met, Definite = a process that repeats a certain number of times

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7
Q

Define Relational Operations

A

expressions that compare two values.

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8
Q

Name and describe String-Handling Functions

A

Actions that can be carried out on sequences of characters, such as:

Length
Position
Substring (String contained within a string)
Concatenation (Joining strings together)
Character Codes (ASCII, UNICODE etc.)
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9
Q

Name the code which describes the data being passed from one subroutine to another

A

Block Interface

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10
Q

Name a block of code that can be designed to carry out a specific task

A

Subroutine/Procedure.

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11
Q

Define Exception Handeling

A

the process of dealing with events that cause subroutines to stop.

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12
Q

Define Hierarchy charts

A

A diagram that shows the design of a system from the top down (decomposition)

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13
Q

A chart similar to a hierarchy chart with the addition of showing how data is passed around the system

A

Structure Chart

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14
Q

Define a dry run

A

The process of stepping through each line of code to see what will happen before the program is run

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15
Q

Define Procedural Programming languages

A

Languages where the programmer specifies the steps that must be carried out

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16
Q

Define a Modular Design

A

A method of system design that breaks the whole system down into smaller units/modules,
e.g Object Orientated Programs

17
Q

What is the concept of putting properties, methods and data in one object called?

A

Encapsulation

18
Q

What are protected methods?

A

Methods that can only be called with a class or sub-class and not on objects

19
Q

What is the ability of different types of data being manipulated with the same method called?

A

Polymorphism

20
Q

Define an Abstract Class

A

An abstract class is a class that can only be used to create sub-classes from, through inheritance.

21
Q

Define Composition aggregation

A

creating an object that contains other objects and all will be deleted if the containing object is deleted

22
Q

Define Association aggregation

A

creating an object that contains other objects but will not be deleted if the containing object is deleted