Unit 1 Flashcards

(34 cards)

1
Q

programming paradigm

A

a type of programming that follows a particular set of rules and conventions

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2
Q

Low-level languages

A

first languages to be developed and were directly related to the machine code of the computer being used

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3
Q

High-Level languages

A

not directly related to a particular machine and can be used to perform a variety of tasks - more easily understood, written and maintained

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4
Q

level of abstraction

A

difference between a programming language and machine code with the language and ideas used

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5
Q

compiler

A

translates high level languages into machine code1

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6
Q

Procedural languages

A

-starting and end point with logical order
-use program control constructs or blocks -Sequence, Selection, Iteration, Subroutines and Functions

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7
Q

Object-Oriented languages

A

objects are defined and have properties and methods

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8
Q

Declarative language

A

SQL

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9
Q

Functional languages

A

use mathematical functions

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10
Q

structured approach

A

when the code is broken up into procedures and or subroutines

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11
Q

top-down design

A

-breaking a bigger problem down
-(can be) showing the modules of modular approach in a hierarchy diagram

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12
Q

structured approach advantages

A

-can allocate modules to specific programmers thus reducing time
-modules allocated to expertise make better product
-reuse common modules, store in library

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13
Q

OOP

A

-classifies similar thing into objects
-object is an instance of a class
-use class diagrams for visual representation

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14
Q

what are classes

A

-a description or template which describes a potential class
-contain data about themselves (properties or attributes)
-the things they do are called methods

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15
Q

data encapsulation

A

only accessing data about the class through its method

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16
Q

derived classes

A

subclasses derived from a base class, inherit data defined in the base class

17
Q

information hiding

A

key principle of OOP, for ex private data type (-)

18
Q

abstract classes

A

cannot instantiate objects of an abstract class, instead only use it as base class

19
Q

polymorphism

A

-where objects that have a method of the same name can be processed differently depending on their class
-derived classes usually override a method in a base class
-protected classes cannot be overridden

20
Q

Access Levels

21
Q

types of association

A

aggregation and composition

22
Q

aggregation

A

“has a” relationship

23
Q

composition

A

“is part of” relationship, stronger association with an existential dependency

24
Q

UML

A

Unified Modeling Language
-The relationships between various classes, classes and objects, can be shown using diagrams.

25
statement
single step or instruction within a program
26
subroutine
a named block of instructions that perform a specific task as part of a larger program
27
procedure
a subroutine that executes its statement and returns control to the main program in c# -also called methods
28
function
a subroutine that executes a statement and returns ONE SINGLE value
29
parameters
value that can be passed to a subroutine (by ref or as argument)
30
interfaces
the ways different modules interact with each other and call each other and swap parameters
31
self contained subroutines
-ideal -dont rely on other subroutines for information -interface only through parameters -no global variables
32
by reference
-pointer variable, points to space in memory
33
stack frames
-stores current state of calling code -uses LIFO, data is pushed onto call stack, when subroutine finished whole frame is popped from the stack
34
call stack
first in: parameters, return address, local variable