C# Flashcards
(29 cards)
A process of sets and rules to construct a program
Algorithm
A notation resembling a simplified programming language.
pseudocode
Alerts computer that a decision needs to be made and provides appropriate actions to take based on the result of that decision.
Decision Structure
Directs the computer to process the program instructions one after another, in the order listed.
Sequence Structure
Indicates that one or more instructions need to be repeated until condition is met
Repetition Structure
A named location in computer memory that can hold different values at different points in time
Variable
A named location in computer memory that cannot be changed after a program is compiled
Constant
Describes the format and size of amount of memory occupied by a data item constant or variable
Data Type
Characteristics of the class (variables and constants)
Data Members
Analyze the problem, Plan the algorithm, desk check, Code into the program, Test Program,
6 steps in the problem Solving process
behaviors of the class- the things it can do
Methods
Entity that is a logical grouping of data and behavior members
Class
Acts like a container to provide a way to group similar classes
Namespace
Output from a method must be the data type of the value returned.
Return Value
Input into a method each parameter must state the data type and name
Parameter List
Defines the circumstances under which variables, methods, and classes can be accessed
Access Modifiers
Anyone can access
Public
can be accessed only by the class it lives in
Private
Predefined and reserved identifiers that have special meaning to the compiler
Keywords
Entry point to a C# application
Main() method
byte
0 to 255 Reserves 1 byte of memory
sbyte
-128 to 127 Reserves 1 byte of memory
short
-32,768 to 32767 Reserves 2 bytes of memory
ushort
0 to 65,535 Reserves 2 bytes of memory