Introduction to Computer Fundamentals and Programming Flashcards

1
Q

Types of Computer Hardware

A
  1. Input Unit
  2. Output Unit
  3. Memory Unit
  4. ALU (Arithmetic and Logic Unit)
  5. CPU (Central Processing Unit)
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2
Q

obtains information from various input devices

A

Input Unit

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3
Q

• places information

A

Input Unit

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4
Q

keyboard, mouse devices

A

Input Unit

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5
Q

• takes information processed by the computer

A

Output Unit

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6
Q

• places on various output devices

A

Output Unit

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7
Q

• screens, printed on paper, used to control other devices

A

Output Unit

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8
Q

• stores information

A

Memory Unit

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9
Q

RAM (Random Access Memory)

ROM (Read Only Memory)

A

Two Types of Memory Unit

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10
Q

• performs all arithmetic and logic operations

A

ALU (Arithmetic and Logic Unit)

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11
Q

• supervises the overall operation of the computer

A

CPU (Central Processing Unit)

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12
Q

permanent storage area for programs

A

secondary storage device

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13
Q

examples of secondary storage device

A

magnetic tapes, magnetic disks, optical storage CD, magnetic hard disks, floppy disks, CD ROM

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14
Q

set of instructions used to operate a computer to produce specific result.

A

Computer Program

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15
Q

writing computer programs

A

Computer Programming

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16
Q

languages used to create programs

A

Programming Language

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17
Q

program or a set of programs

A

Software

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18
Q

• lowest level of computer languages

A

Machine Languages

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19
Q

• consists of 1s and 0s

A

Machine Languages

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20
Q

programs can control directly to the computer’s hardware

A

Machine Languages

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21
Q

Two Parts of Machine Language Instructions

A

Instruction Part (opcode)

Address Part

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22
Q

• perform the same tasks as machine languages

A

Assembly Languages

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23
Q

• uses symbolic names for opcodes and operands instead of 1s and 0s

A

Assembly Languages

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24
Q

must be translated into machine language program before it can be executed on a computer

A

Assembly Languages

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25
Q

ASSEMBLER

A

Assembly Language Program → Translation Program (assembler) → Machine Language Program

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26
Q

create computer programs using instructions that is much easier to understand.

A

High Level Programming Language

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27
Q

• allow programmers to write instructions that look like every English sentences and commonly used mathematical notations.

A

High Level Programming Language

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28
Q

program which translate high level languages into a low level language/ translates programming code into a low level format

A

compiler

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29
Q

refers to each line in a high level language

A

statement

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30
Q

WELL-KNOWN PROGRAMMING LANGUAGES:

A
  1. FORTRAN (1957)
  2. COBOL (1960)
  3. BASIC (1960)
  4. PASCAL (1971) - Structure Programming
  5. C
  6. C++ - Object-oriented Programming
  7. Java
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31
Q

set of rules for writing correct language statements.

A

Syntax

32
Q

designed by Dennis Ritchie and Brian Kernighan at Bell Laboratories in 1970

A

C Programming Language

33
Q

• used exclusively on UNIX and on mini-computers.

A

C

34
Q

in 1980s, _____________ were written for other platforms, including PCs.

A

C compilers

35
Q

standard version of C created by ANSI

A

ANSI C

36
Q

• much closer to assembly language other than other high level programming languages

A

C

37
Q

often run faster and more efficiently than other high level programming language.

A

C

38
Q

• created by Bjarne Stroutrup based on C language in Bell Labaratories in 1985.

A

C++ Programming Language

39
Q

• an extension of C that adds object-oriented programming capabilities.

A

C++ Programming Language

40
Q

• now the most popular programming language for writing programs in Windows and Macintosh

A

C++ Programming Language

41
Q

standardized version of C++

A

ANSI C++

42
Q

contains useful functions, variables, constants, and other programming items that you can add to your programs.

A

run-time libraries

43
Q

ANSI C++ run time library

A

Standard Template or Standard C++ Library

44
Q

• research activity in the 1960s

A

Structured Programming

45
Q

• discipline approach to writing programs that are clearer that unstructured programs, easier to test and debug, and easier to modify

A

Structured Programming

46
Q

was designed for teaching structured programming in academic environments and rapidly became the preferred programming languages in most universities.

A

Pascal (Niklaus Wirth) in 1971

47
Q

• another revolution in software community in 1980s

A

Object Oriented Programming

48
Q

• allow programmers to use programming objects that they have written themselves or by others.

A

Object Oriented Programming

49
Q

• creation of reusable software objects that can be easily incorporated into another program.

A

Object Oriented Programming

50
Q

reusable software components that model items in the real world

A

objects

51
Q

programming code and data that can be treated as an individual unit or component.

A

object

52
Q

information contained within variables, constants, and other types of storage structures

A

data

53
Q

procedures associated with an object

A

functions or methods

54
Q

variables associated with an object

A

properties or attributes

55
Q

concerned with creating readable, efficient. reliable, and maintainable programs and systems.

A

Software Engineering

56
Q

THREE OVERLAPPING PHASES:

A

PHASE 1: Development and Design

PHASE 2: Documentation

PHASE 3: Maintenance

57
Q

sequence of steps that describes how the data are to be processed to produce the desired outputs.

A

Algorithm

58
Q

requires collecting critical documents during the analysis, design, coding, and testing.

A

Documentation

59
Q

• can be described by using flowchart symbols

A

Algorithms

60
Q

• can be also described by pseudocodes.

A

Algorithms

61
Q

outline of basic structure or logic of the program

A

Flow chart

62
Q

• are not convenient to revise and have fallen out of favor by programmers.

A

Flow chart

63
Q

• Flow chart symbols:

A

a. Rounded Rectangle - Terminal
b. Parallelogram - Input/Output
c. Rectangle - Process
d. Arrows - flowlines
e. Diamond - decisions

64
Q

• gained increasing acceptance

A

Pseudocodes

65
Q

• English-like phases to describe an algorithm

A

Pseudocodes

66
Q

• very important concept in programming

A

Loop

67
Q

volatile

A

RAM (Random Access Memory)

68
Q

stores program and data when using computer

A

RAM (Random Access Memory)

69
Q

non-volatile

A

ROM (Read Only Memory)

70
Q

fundamental instructions that cannot be lost or changed by the user

A

ROM (Read Only Memory)

71
Q

tells computers the operation to be performed.

A

instruction part (opcode)

72
Q

specifies the memory address of the data to be used in the instruction.

A

address part

73
Q

programs written written to perform particular tasks required by the users.

A

Application Software

74
Q

○ collection of programs that must be available to any computer system for it to operate.

A

System Software

75
Q

most important system software

A

operating system

76
Q

operating systems that allow to run multiple programs.

A

multitasking systems

77
Q

is also a system software aside from operating system.

A

language translators