Computer Programming Flashcards

(39 cards)

1
Q

process of creating or writing a set of instructions for a computer to do tasks

A

Computer Programming

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2
Q

Set of instructions

A

Algorithm

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3
Q

Syntax is to ______; Semantics is to _______

A

rules; meaning

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4
Q

locating and removing errors in a program

A

Debugging

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5
Q

Pictorial representation of an algorithm

A

Flowchart

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6
Q

3 Programming Control Structures

A

Sequence, Selection, Loop

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7
Q

How many bits does a float have?

A

32

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8
Q

How many bits does a double have?

A

64 bits

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9
Q

Order of operators from first to last

A

Arithmetic, Relational, Logical, Assignment

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10
Q

translates from high level to low level programing

A

Compiler

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11
Q

translates from high level to machine code

A

Interpreter

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12
Q

translates computer instructions to machine code

A

Assembler

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13
Q

type of computer programming in which programmers define the date type of a data structure, and types of operations that can be applied to the date structure.

It is an approach to problem solving where all computations are carried out using objects

A

Object Oriented Programming

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14
Q

In OOP, class is to ____ and object is to the instance of that ______.

A

blueprint

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15
Q

binds code or object in a single unit

A

Encapsulation

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16
Q

only shows important parts while hiding impelementations

17
Q

a child class (subclass) inherits properties from a parent class (superclass)

18
Q

performing a single action in different ways; an object can take many forms

19
Q

simplified, informal way of writing steps of an algorithm

20
Q

a standard visual language used to design systems in a way that is versatile, flexible, and easy to understand. It helps in specifying, visualizing, constructing, and documenting the various components of a software system.

A

Unified Modeling Language (UML)

21
Q

Structural UML Diagram that has class, data members, methods, and their relationships.

A

Class Diagram

22
Q

Structure UML Diagrams that has instances of class and their linkages

A

Object Diagram

23
Q

Structural UML Diagram that has organizations & dependencies of software components.

A

Component Diagram

24
Q

Structure UML Diagram that has physical deployments of artifacts (files) on nodes (software)

A

Deployment Diagram

25
Structural UML Diagram that has grouping of related elements into package to manage system complexity
Package Diagaram
26
Structural UML Diagram that displays internal structure and collaborations.
Composite Diagram
27
Structural UML Diagrams that modify UML based on specific domains (stereotypes, tagged values, constraints)
Profiles
28
Behavioral UML Diagram that illustrates states and transitions throughout its life cycle (states based on response)
State Machine Diagram
29
Behavioral BML Diagram that illustrates workflows and sequence of actions
Activity Diagram
30
Behavioral UML Diagram that illustrates user experience with the system
Use Case Diagram
31
Behavioral UML Diagram that illustrates object interaction in a time-ordered manner
Sequence Diagram
32
Behavioral UML Diagram that illustrates behavior of objects over time under constraints.
Timing Diagram
33
Behavioral UML that combines activity and interaction diagrams to illustrate control flow.
Interaction Overview Diagram
34
Behavioral UML that illustrates object interaction based on message flow
Communication Diagram
35
Programming mechanism that allows you to manage errors or exceptional events that occur during a program’s execution. It also prevents unexpected crashes and ensures the program can continue running.
Exception Handling
36
Exception handling of Python
Try - Except (Raise) - Else - Finally
37
Exception handling of Java
Try - Catch - Finally - Throw
38
Exception handling of C++
Try - Catch - Throw
39
visual way for users to interact with a computer programming using elements like buttons, windows, icons, and menus
Graphical User Interface (GUI)