Chapter 3 Flashcards

(40 cards)

1
Q

The simplest type of structured statement used to group a sequence of statements into a single statement

A

Block

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2
Q

A block consisting of nothing but an empty pair of braces

A

Empty Block

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3
Q

A central concept in computer science allowing a programmer to work with something without understanding how it works in detail, in order to work on a ‘higher level’

A

Abstraction

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4
Q

Concept that the value of a variable can only be used if the compiler can verify that the variable will have been assigned a value at that point when the program is running

A

Definite Assignment

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5
Q

An unambiguous, step-by-step procedure that always terminates after a finite number of steps

A

Algorithm

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6
Q

A method of algorithm development starting with a description of the task, which is used to gradually add details and steps of how to execute said task

A

Stepwise Refinement

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7
Q

Informal instructions that imitate the structure of programming language without the complete detail and perfect syntax of actual program code

A

Pseudocode

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8
Q

Semantic error in a program that shows up as incorrect behavior rather than as compilation error

A

Bug

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9
Q

Process of tracking down the cause of a bug in a program’s source code and eliminating it

A

Debugging

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10
Q

A program that helps find bugs, allowing a programmer to set ‘breakpoints’ in a program where the program pauses so that the programmer can assess variable values

A

Debugger

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11
Q

Traditional approach to debugging where output statements are inserted to print information about the state of the program, thus giving insight to variable values and control structure functionalities

A

Debugging Statements

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12
Q

Input value marked as the last value which can be used to test a loop against but is not part of the data

A

Sentinel Value

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13
Q

Variable used as a signal that is set in one part of the program and tested in another part of it

A

Flag Variable

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14
Q

Statement that allows a programmer to specify which loop they want to break

A

Labeled Break

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15
Q

A simple identifier followed by a colon to specify which loop is which

A

Label

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16
Q

Error in branching statements where an else statement attaches to the wrong if, in nested branches

A

Dangling Else

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17
Q

A multi-tiered if statement that includes three or more options

A

Multiway Branching

18
Q

A statement that consists simply of a semicolon telling the computer to do nothing

A

Empty Statement

19
Q

A control structure which allows one to test the value of an expression and, depending on that value, to jump directly to some location within the statement

A

Switch Statement

20
Q

Marker of a position within a switch statement to which it can jump

21
Q

An expression which computes and returns a single value as a switch

A

Switch Expression

22
Q

Statement which runs a hypothetical and catches errors within it, as well as programs a response different from simply letting the program crash

23
Q

Term used to refer to the type of event that one might want to handle with a try..catch statement

24
Q

Term to describe how an exception occurs in a program

25
A structure consisting of a number of data items chunked together so that they can be treated as a single unit
Data Structure
26
A data structure in which the items are arranged as a numbered sequence so that each individual item can be referred to by its position number
Array
27
Number of items in an array
Length
28
Data type of the individual items in an array
Base Type
29
Position number of an item in an array
Index
30
The individual variables that make up an array
Elements
31
An operator used to create arrays
New
32
Method of array processing where elements of the array are processed one after the other in the sequence in which they occur in the array
Sequential Access
33
Method of processing arrays where every element of the array is equally accessible at any given time
Random Acces
34
Arrays where the elements can be laid out in a rectangular grid in rows and columns
Two-Dimensional Arrays
35
Small squares on a computer screen arranged in rows and columns which changes color based on a computer program to display text or images
Pixels
36
An object used for drawing in Java, including routines for drawing basic shapes and text
Graphics Context
37
One of two ways to draw a shape in JavaFC involving setting the color of each pixel inside the shape
Fill
38
One of two ways of drawing a shape in JavaFX where the color of the pixels is set along the border of a shape
Stroke
39
A sequence of individual pictures, displayed quickly one after the other
Animation
40
Each picture in an animation
Frame