Chapter One Flashcards

1
Q

Computer System

A

Is a combination of all the components required to process and store data using a computer.

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2
Q

Hardware

A

Is the collection of physical devices that comprise a computer system.

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3
Q

Software

A

Consists of programs that tell the computer what to do.

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4
Q

Programs

A

Are sets of instructions for a computer.

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5
Q

Programming

A

Is the act of developing and writing programs.

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6
Q

Application Software

A

Comprises all the programs you apply to a task.

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7
Q

App

A

Is a piece of application software; the term is frequently used for applications on mobile devices.

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8
Q

System Software

A

Comprises the program that you use to manage your computer.

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9
Q

Input

A

Describes the entry of data into computer memory using hardware devices such as keyboards and mice.

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10
Q

Data items

A

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

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11
Q

Processing

A

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

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12
Q

CPU or central processing unit

A

Is the computer hardware component that processes data.

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13
Q

Output

A

Describes 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.

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14
Q

Information

A

Is processed data.

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15
Q

Storage devices

A

Are types of hardware equipment, such as disks, that hold information for later retrieval.

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16
Q

Cloud

A

Refers to remote computers accessed through the internet.

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17
Q

Programming languages

A

Such as Visual Basic, C#, C++, or java are used to write programs.

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18
Q

Program Code

A

Is the set of instructions a programmer writes in a programming language.

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19
Q

Coding the Program

A

Is the act of writing programming language instructions.

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20
Q

Syntax

A

Of a language is its grammar rules.

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21
Q

Syntax Error

A

Is an error in language or grammar.

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22
Q

Computer Memory

A

Is the temporary, internal storage within a computer.

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23
Q

Random Access Memory (RAM)

A

Is temporary, internal computer storage.

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24
Q

Volatile

A

Describes storage whose contents are lost when power is lost.

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25
Nonvolatile
Describes storage whose contents are retained when power is lost.
26
Machine Language
Is a computer's on/off circuitry language.
27
Source Code
Is the statements a programmer writes in a programming language.
28
Object Code
Is translated machine language.
29
Compiler or Interpreter
Translates a high-level language into machine language and indicates if you have used a programming language incorrectly.
30
Binary Language
Is represented using a series of 0s and 1s
31
To Run or Execute
A program is to carry out its instructions.
32
Scripting Languages (also called Scripting Programming Languages or Script Languages)
Such as Python, Lua, Perl, and PHP are used to write programs that are typed directly from a keyboard. Scripting languages are stored as text rather than as binary executables files.
33
A Logical Error
Occurs when incorrect instructions are performed, or when instructions are performed in the wrong order.
34
Logic
Of a computer program is the complete sequence of instructions that lead to a problem's solution.
35
Variable
Is a named memory location whose value can vary.
36
Program Development Cycle
Consists of the steps that occur during a programs lifetime.
37
Users (end users)
Are people who employ and benefit from computer programs.
38
Documentation
Consists of all the supporting paperwork for a program.
39
Algorithm
Is the sequence of steps necessary to solve any problem.
40
IPO Chart
Is a program development tool that delineates input, processing, and output tasks.
41
TOE Chart
Is a program development tool that lists tasks, objects, and events.
42
Desk-checking
Is the process of walking through a program solution on paper.
43
High-level programming Language
Supports English-like syntax.
44
Low-level machine Language
Is made up of 1s and 0s and does not use easily interpreted variable name.
45
Debugging
Is the process of finding and correcting program errors.
46
Conversion
Is the entire set of actions an organization must take to switch over to using a new program or set of programs.
47
Maintenance
Consists of all the improvements and corrections made to a program after it is in production.
48
Pseudocode
Is an English-like representation of the logical steps it takes to solve a problem.
49
Flowchart
Is a pictorial representation of the logical steps it takes to solve a problem.
50
Input symbol
Indicates an input operation and is represented by a parallelogram in flowcharts.
51
Processing symbol
Indicates a processing operation and is represented by a rectangle in flowcharts.
52
Output symbol
Indicates an output operation and is represented by a parallelogram in flowcharts
53
Input/output symbol I/O symbol
Is represented by a parallelogram in flowcharts.
54
Flowlines or arrows
Connect the steps in a flowchart.
55
Terminal symbol
Indicates the beginning or end of a flowchart segment and is represented by a lozenge.
56
Infinite Loop
Occurs when repeating logic cannot end.
57
Making a Decision
Is the act of testing a value.
58
Decision symbol
Is shaped like a diamond and used to represent decisions in flowcharts.
59
Dummy value
Is a preselected value that stops the execution of a program.
60
Sentinel value
Is a preselected value that stops the execution of a program.
61
Term eof
Means End Of File.
62
Text editor
Is a program that you use to create simple text files; it is similar to a word processor, but without as many features.
63
Integrated Development Environment (IDE)
is a software package that provides an editor, compiler, and other programming tools.
64
Microsoft Visual Studio IDE
Is a software package that contains useful tools for creating programs in Visual Basic, C++, and C#.
65
Command Line
Is a location on your computer screen at which you type text entries to communicate with the computers imparting system
66
Graphical user interface (GUI)
Allows users to interact with a program in a graphical environment.
67
Procedural Programming
Is a programming model that focuses on the procedures that programmers create.
68
Object-oriented programming
Is a programming model that focuses on objects, or "things," and describes their features (also called attributes) and behaviors.