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Learning Unit 4 Programming Theory Flashcards

(12 cards)

1
Q

We use computers

A

To help us solve problems.

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2
Q

Computational thinking provides us with

A

A method (used to produced a solution) by taking a complex problem and using 4 key techniques in problem - solving process.

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3
Q

4 key techniques to computational thinking:

A
  • Decomposition
  • Pattern recognition
  • Abstraction
  • Algorithms
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4
Q

As a programmer, you need to make sure that you are

A

Solving the problem that the user intended.

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5
Q

When you analyze a statement, do:

A
  • Read the problem carefully and make sure you understand it.
  • Underline words that describe what is to be done.
  • State in your own words what you need to do.
  • List all facts given about the problem.
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6
Q

Pattern recognition:

A
  • Maybe an existing program that can be used to solve the problem.
  • Maybe be pre-written methods that can be called completely/partially solve the problem.
  • Maybe existing generic algorithms that can be adapted to solve the problem.
  • Some code may need to be repeated.
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7
Q

Abstraction:

A
  • Purpose: focus on what is important to the problem and ignore the rest.
  • Most problems are very complex, one way to to manage it: break problem into parts (decompositions) and focus on each task individually.
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8
Q

Algorithms:

A

Can be a flowchart/pseudocode.

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9
Q

Data Structure

A

Information in the problem is stored in a data structure.

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10
Q

Flow Charts:

A
  • Used in place of pseudocode to represent an algorithm.
  • Great at providing a more visual representation of a problem.
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11
Q

Pseudocode:

A
  • Start code with “begin” and finish with “end”. Indent all instructions between “begin” and “end”.
  • One line of pseudocode is similar to a line of Java code.
  • Assignment statement is arrow —- pointing left (not =)
  • No semi-colons at the end of a statement.
  • Variable types vary from one language to another, so don’t include any variable declarations.
  • Do not use any method names that only belong to one language.
  • Mathematical symbols are universal in any language and can be used.
  • Use the word input when entering data from the keyboard.
  • Use display when displaying data on screen.
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12
Q

Trace Table:

A

Good way of locating a logical error and helps to understand the purpose of the program.

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