Software Design and Development Flashcards

1
Q

Variable

A

Used to identify storage locations in memory. Like a memory cell within a program

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2
Q

Assigning a Variable a Value

A

variable=0/(“P”)/[0,2]

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3
Q

Adding

A

+

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4
Q

Subtracting

A

-

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5
Q

Multiply

A

*

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6
Q

Divide

A

/

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7
Q

Exponent

A
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8
Q

Modulo

A

%

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9
Q

Concatenation

A

Joining text strings together to form a new text string

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10
Q

Normal Programme Sequence

A

Input, Process, Output

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11
Q

If statements

A

Used to let a program select an action depending upon the value of variables held in the program

if variable==”Party”:

print (“Yay!”)

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12
Q

<

A

Less than

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13
Q

>

A

More than

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14
Q

<=

A

Less than or equal to

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15
Q

>=

A

More than or equal to

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16
Q

==

A

Equals

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17
Q

=!

A

Not equal to

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18
Q

And

A

Both sides of the operator must be true for the statement to succeed

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19
Q

Or

A

Either side of the operator must be true for the statement to succeed

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20
Q

Fixed Loop

A

The loop repeats a sequence of code a set number of times (for)

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21
Q

Conditional Loop

A

Loop keeps repeating code until a condition is met (while)

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22
Q

Pre-Defined Functions

A

Round

Integer

Random

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23
Q

Round Function

A

Rounds a value to a specific number of decimal places

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24
Q

Random Function

A

Returns a random number between two set values

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25
Integer Function
Returns only the integer part of a value
26
Real
Stores numbers that contain decimal places/values
27
Character
Stores a single character which can be a letter, number or symbol ($)
28
String
Stores alphanumeric(numbers and letters) combinations and just text (2k17)
29
Boolean
Stores True or False Only
30
Arrays
Let programmers store items in a list
31
Data Structures
Arrays Strings
32
Test Data Types
Normal Extreme Exceptional
33
Normal Data
Data you would expect to work/be accepted that lies within the range
34
Extreme Data
Data at the lower and upper limits of the range
35
Exceptional Data
Data that should not be accepted by the program
36
Errors
Syntax Logic Execution/Run-time
37
Increasing Code Readability
Internal Commentary Meaningful Variable Names Indentation White Space
38
Common Design Notations
Pseudocode Flow Charts Structure Chart
39
Pseudocode
Looks like code but does not need to be implemented as strictly
40
Flow Charts
Show what is going on and how data flows around the program
41
Structure Chart
Breaks problem down into smaller sections
42
Algorithm
Step-by-step procedure for solving a problem in a finite number of steps
43
Algorithm Uses
Check data has been entered correctly Test if a number is even Calculate a person's salary Convert a piece of text from lower case to upper case
44
Everything Stored As
1's or 0's (Binary)
45
Floating Point Storage
Number stored as mantissa and exponent
46
Mantissa
All the digits of a number
47
Exponent (FPA)
Used as a multiplier to move mantissa to correct size
48
Storing Text
Every character has a standard binary value which is detailed in the ASCII table
49
Unicode Advantages
Allows for representation of more characters
50
Unicode Disadvantage
Takes up more storage
51
Low-level Languages
Like Machine Code * Hard to read * Takes up lots of space on screen * Difficult to spot errors
52
High-Level Languages
More English Like (Python, Visual Basic) * Easy to read * Easy to spot errors
53
Units
* Bit (1 or 0) * Byte (8 bits) * Kilobyte (1024 bytes) * Megabyte (1024 kilobytes) * Gigabyte (1024 megabyte) * Terabyte (1024 Gigabyte)
54
Translator Types
Interpreters Compilers
55
Interpreter
Translates each line before running it. Does one line at a time
56
Interpreter Advantages
Program will run even if it's not finished Easy to find errors
57
Interpreter Disadvantages
Code has to be translated each time the program is run Slows program down Need to have translator program running
58
Compiler
Translates the whole program and then runs it
59
Compiler Advantages
Program only needs to be translated once User doesn't need translator on their computer
60
Compiler Disadvantages
Have to wait until whole program is perfect to run it Have to re-translate whole program each time you make a change
61
System Bus
Made up of: * Data Bus * Address Bus * Control Bus
62
Address Bus
Carries address information from the processor to the main memory or peripherals
63
Data Bus
Carries data between the processor and the memory or peripherals