Chapter 1 Flashcards

Learn important terms and key information in chapter 1.

1
Q

This collection of physical devices that comprise of a computer system.

A

Hardware

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2
Q

The programs that tell the computer what to do.

A

Software

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3
Q

The act of developing and writing programs.

A

Programming

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4
Q

Programs that you apply to a task.

A

Application Software

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5
Q

The programs that use to manage a computer.

A

System Software

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6
Q

The entry of data items into computer memory using hardware devices such as keyboards and mice.

A

Input

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7
Q

All the text, numbers and other information processed by a computer.

A

Data items

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8
Q

Data items may involve organizing them, checking them for accuracy, or performing mathematical operations on them.

A

Processing

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9
Q

The primary hardware component that processes data.

A

Central Processing Unit (CPU)

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10
Q

The operation of retrieving information from memory and sending it to a device. such as a monitor or printer. so people can view, interpret, and work with the results.

A

Output

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11
Q

Processed Data

A

Information

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12
Q

Types of hardware equipment, such as disk, that hold information for later retrieval.

A

Storage Devices

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13
Q

Languages used to write programs. Examples are Visual Basic, C#, C++, Java, or COBOL, are used to write programs.

A

Programming Language

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14
Q

The set of instructions a programmer writes in a programming language.

A

Program Code

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15
Q

The act of writing programming language instructions.

A

Coding the program

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16
Q

Rules of grammar language.

A

Syntax

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17
Q

An error in language or grammar.

A

Syntax Errors

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18
Q

The temporary, internal computer storage.

A

Computer Memory

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19
Q

Temporary, internal computer storage.

A

Random Access Memory (RAM)

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20
Q

Storage whose contents are lost when the power is lost.

A

Volatile

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21
Q

Storage whose contents are retained when the power is lost.

A

Nonvolatile

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22
Q

The computer’s on/off circuitry language.

A

Machine Language

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23
Q

The statements a programmer writes in a programming language.

A

Source Code

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24
Q

Translated Machine language.

A

Object Code

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25
Program that translates a high level language into machine language and indicates if you used a programming language incorrectly.
Compiler or Interpreter
26
language that is represented using a series of 0's and 1's.
Binary Language
27
To carry out a program's instructions.
Run or Execute
28
Used to write programs that are typed directly from a keyboard. Scripting Languages are stored as text rather than as binary executable files.
Scripting Language( Also called Scripting programming language or script language.)
29
When incorrect instructions are performed, or when instructions are performed in the wrong order.
Logical Error
30
Giving instructions to the computer in a specific sequence, without omitting any instructions or adding extraneous instructions.
Logic
31
A named memory location whose value can vary.
Variable
32
Steps that occur during the program's lifetime.
Program Development Cycle
33
What are the steps in the program development cycle?
1. ) Understanding the Problem 2. ) Plan the Program 3. ) Code the program 4. ) Translate the program 5. ) Test the Program 6. ) Release the program for Production 7. ) Maintain the program.
34
People who employ and benefit from computer programs.
Users or End Users
35
All the supporting paperwork for a program.
Documentation
36
The sequence of steps necessary to solve any problem.
Algorithm
37
A program development tool that delineates input, processing, and output tasks.
IPO Chart
38
Program development tool that list task, objects, and events.
TOE Chart
39
The process of walking through a program solution on paper.
Desk Checking
40
A language that supports English-like syntax.
High-Level Programming Language
41
A language that is made up of 0's and 1's (binary language) and does not use easily interpreted variable names.
Low-Level Programming Language
42
The process of finding and correcting programming errors.
Debugging
43
The entire set of actions an organization must take to switch over to using a new program or set of programs.
Conversion
44
All the improvements and corrections made to a program after it is in production.
Maintenance
45
An English-Like representation of the logical steps it takes to solve a problem.
Pseudocode
46
A pictorial representation of the logical steps it takes to solve a problem.
Flowchart
47
This indicates a input operation and is represented by a Parallelogram in the flowcharts.
Input Symbol (Flowcharts)
48
This indicates a processing operation and is represented by a Rectangle in the flowcharts.
Processing Symbol (Flowcharts)
49
This indicates a output operation and is represented by a Parallelogram in the flowcharts.
Output Symbol (Flowcharts)
50
Both are represented by a Parallelogram in the flowcharts.
Input/Output Symbol (I/O symbol)
51
Arrows that connect the steps in a flowchart.
Flowlines
52
The beginning or end of a flowchart segment and is represented by a Lozenge.
Terminal symbol
53
A repetition in a series of steps.
Loop
54
Repeating Logic cannot end.
Infinite Loop
55
The act of testing a value.
Making a Decision
56
Indicates a decision being made in a flowchart represented by a Diamond.
Decision Symbol (Flowcharts)
57
A preselected value that stops the execution of a program.
Dummy Value (Sentinel Value)
58
EOF
End Of File (Dummy/Sentinel value)
59
A program that you use to create simple text files; it is similar to a word processor, but without as many features.
Text Editor
60
A software package that provides an editor, compiler, and other programming tools.
Integrated Development Environment (IDE)
61
A software package that contains useful tools for creating programs in Visual Basic, C++, and C#.
Microsoft Visual studio IDE
62
A location on your computer screen at which you type text entries to communicate with the computer's operating system.
Command Line
63
Allows users to interact with a program in a graphical environment.
Graphical User interface (GUI)
64
Programming model that focuses on the procedures that programmers create.
Procedural Programming
65
Programming model that focuses on the objects, or "things," and describes their features (also called attributes) and behaviors.
Object-Oriented Programming