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CT Flashcards

(17 cards)

1
Q

Input

A

In computer science, the general meaning of input is to provide or give something to the computer, in other words, when a computer or device is receiving a command or signal from outer sources, the event is referred to as input to the device.

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2
Q

Output

A

the visual, auditory, or tactile perceptions provided by the computer after processing the provided information. Examples include text, images, sound, or video displayed on a monitor or through the speaker as well as text or Braille from printers or embossers.

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3
Q

Variable

A

an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of data or object referred to as a value;

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4
Q

Comments

A

In computer programming, a comment is a programmer-readable explanation or annotation in the source code of a computer program. They are added with the purpose of making the source code easier for humans to understand, and are generally ignored by compilers and interpreters.

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5
Q

Selections

A

Selection is a decision or question. At some point, a program may need to ask a question because it has reached a step where one or more options are available. Depending on the answer given, the program will follow a certain step and ignore the others.

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6
Q

Condition

A

Conditions are statements that are created by the programmer which evaluates actions in the program and evaluates if it’s true or false. If-then-else statement allows conditional execution based on the evaluation of an expression

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7
Q

Iteration

A

Iteration in programming means repeating steps, or instructions close instructions. A single action that can be performed by a computer processor., over and over again. This is often called a ‘loop’. Algorithms consist of instructions that are carried out (performed) one after another.

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8
Q

Development coding

A

Computer programming languages, developed through a series of numerical or alphabetic codes, instruct machines to complete specific actions. Computer coding functions much like a manual. A programmer or developer writes instructions describing the information and tasks needed to create a visual or to perform a task.

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9
Q

Black Box Testing

A

As the programmer, you can see your program code and your testing will involve knowledge of the code (see white-box testing).​

As part of thorough testing, a program should also be tested by other people, who do not see the program code and don’t know how the solution was coded.​

Such program testers will look at the program specification to see what the program is meant to do, devise test data and work out expected results. Test data usually consists of normal data values, extreme/boundary data values and erroneous/abnormal data values.​The tester then runs the program with the test data and records their results. This method of testing is called black-box testing because the tester can’t see inside the program code: the program is a ‘black box’. Where the actual results don’t match the expected results, a problem exists. The programmer needs to find the reason for this discrepancy before correcting the program​Once black-box testing has established that there is an error, debugging software or dry-running have to be used to find the lines of code that need correcting.​

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10
Q

White Box Testing

A

Suitable test data that checks every path through the code. This is called white-box testing.​A good way of checking that an algorithm works as intended is to known as a walk through. dry-run the algorithm using a trace table and different test data. The idea is to write down the current contents of all variables and conditional values at each step of the algorithm.

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11
Q

Trace Table

A

A trace table is a technique used to test an algorithm and predict step by step how the computer will run the algorithm. It can be used to understand or predict what an algorithm is doing and to identify potential logic errors (when the program compiles but does not produce the expected output).

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12
Q

Debugging

A

Debugging is the process of finding and fixing errors or bugs in the source code of any software. When software does not work as expected, computer programmers study the code to determine why any errors occurred.

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13
Q

Expression

A

In computer science, an expression is a syntactic entity in a programming language that may be evaluated to determine its value. It is a combination of one or more constants, variables, functions, and operators that the programming language interprets and computes to produce another value

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14
Q

Assignment.

A

In computer programming, an assignment statement sets and/or re-sets the value stored in the storage location denoted by a variable name; in other words, it copies a value into the variable. In most imperative programming languages, the assignment statement is a fundamental construct.

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15
Q

Variables

A

In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of data or object referred to as a value; or in simpler terms, a variable is a named container for a particular set of bits or type of data.

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16
Q

Constants

A

A constant is a data item whose value cannot change during the program’s execution. Thus, as its name implies – the value is constant. A variable is a data item whose value can change during the program’s execution. Thus, as its name implies – the value can vary. Constants are used in two ways.