Chapter 10 Flashcards

1
Q

Information System

A

software and data that help in planning and decision making

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2
Q

System Development Life Cycle (SDLC)

A

Process used to develop information systems. Steps:

  1. Problem Identification
  2. Analysis
  3. Design
  4. Development
  5. Testing
  6. Maintenance
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3
Q

Program Specification

A

clear statement of the goals and objectives of the project.

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4
Q

Data Flow Diagrams

A

trace all data in an information system from the point at which data enters the system to its final resting place.

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5
Q

Scope Creep

A

an ever-changing set of requests from the clients for additional features as they wait longer and longer to see a working prototype.

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6
Q

Programming

A

the process of translating a task into a series of commands that a computer will use to perform that task.

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7
Q

Program Development lifecycle

A
  1. describe the problem
  2. making a plan
  3. coding
  4. Debugging
  5. Testing
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8
Q

Problem statement

A

the starting point of programming work. It is a clear description of what tasks the computer program must accomplish and how the program will execute those tasks and respond to unusual situations

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9
Q

algorithm

A

specific sequential steps taht describe exactly what the computer program myst do to complete the work.

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10
Q

Data

A

Raw input that users have at the start of the job.

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11
Q

information

A

the result, or output, that the users require at the end of the job.

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12
Q

Method

A

the process of how the program converts the inputs into the correct outputs.

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13
Q

error handling

A

part of the program statement that addresses what the program should do if invalid data is inputed.

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14
Q

testing plan

A

lists specific input numbers that the programmers would typically expect the user to enter.

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15
Q

Flowcharts

A

provide a visual representation of the patterns the algorithm comprises.

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16
Q

Pseudocode

A

a text based approach to documenting an algorithm. In pseudocode, words describe the actions that the algorithm will take.

17
Q

decision points

A

places in algorithms where the program must choose from a list of actions based on the value of a certain input.

18
Q

binary decisions

A

decision points that are usually referred to as “fork in the road” because they can be answered in one of only two ways.

19
Q

loop

A

in a loop, a question is asked, and if the answer is yes, a set of actions is performed

20
Q

Initial value

A

a beginning point; the total pay for the week starts at the initial value of $0.

21
Q

test condition

A

a check to see whether the loop is completed. The algorithm should run the loop seven times, no more and no fewer.

22
Q

control structures

A

the general term used for keywords in a programming language that allow the programmer to direct the flow of the program bases on a decision.

23
Q

Top down designs

A

a systematic approach in which a problem is broken into a series of high level tasks.

24
Q

object oriented analysis

A

programmers first identify all the categories of inputs that are part of the problem the program is meant to solve.

25
classes
categories in object oriented analysis
26
object
Different examples of a class.
27
reusability
general and reusable solutions created normally through programming in object oriented analysis.
28
inheritance
a new class can automatically pick up all the data and methods of an exisiting class and then can extend and customize those to fit its own specific needs.
29
base class
the original class.
30
derived class
the new modified class.
31
Syntax
an agreed on set of rules defining how a language must be structured.
32
Statements
sentences in a code.
33
syntax errors
violations of the strict, precise set of rules that define the programming language
34
keywords
set of words that have predefined meanings for a particular language.
35
Data types
describes the kind of data being stored at the memory location.
36
operators
coding symbols that represent