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Flashcards in Chapter 10 Deck (36)
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1
Q

Information System

A

software and data that help in planning and decision making

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
3
Q

Program Specification

A

clear statement of the goals and objectives of the project.

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.

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.

6
Q

Programming

A

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

7
Q

Program Development lifecycle

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

9
Q

algorithm

A

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

10
Q

Data

A

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

11
Q

information

A

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

12
Q

Method

A

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

13
Q

error handling

A

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

14
Q

testing plan

A

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

15
Q

Flowcharts

A

provide a visual representation of the patterns the algorithm comprises.

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
Q

classes

A

categories in object oriented analysis

26
Q

object

A

Different examples of a class.

27
Q

reusability

A

general and reusable solutions created normally through programming in object oriented analysis.

28
Q

inheritance

A

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
Q

base class

A

the original class.

30
Q

derived class

A

the new modified class.

31
Q

Syntax

A

an agreed on set of rules defining how a language must be structured.

32
Q

Statements

A

sentences in a code.

33
Q

syntax errors

A

violations of the strict, precise set of rules that define the programming language

34
Q

keywords

A

set of words that have predefined meanings for a particular language.

35
Q

Data types

A

describes the kind of data being stored at the memory location.

36
Q

operators

A

coding symbols that represent