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CUT6 11.3
Computers: Understanding Tech 6e 11.3
| Term | Definition |
|---|---|
| structured programming | Guidelines for an organized, logical approach to programming that focuses on high-level thinking. Rather than simply writing code line by line, the programmer thinks in terms of structured groups of instructions. |
| routine | A section of a program that accomplishes a specific part of the programming task. |
| modular code | Code that is written using modules, which are self-contained sections of a program’s overall source code that can be reused in other areas of the program or in other programs. |
| modularity | A measurement of how well the source code is divided into individual modules. |
| object-oriented programming (OOP) | An extension of the modularity concept that goes further by defining each module—called an object—with definite rules for interfacing and a protected set of variables. OOP forces exacting rules on programmers. |
| object | A module. See also modular code. |
| rapid application development (RAD) | A set of programming methods designed to reduce labor costs by employing early prototyping rather than extensive written descriptions in the design phase and by using high-level languages with good user interface design capabilities. |
| Agile software development | A software development philosophy that radically redefines the accepted methods of software development by focusing on the values published in the Agile Manifesto. |
| bug | A computer error. |
| debugger | A software tool that helps programmers find errors quickly. |
| documentation | Written documents that explain how a program works. |
| flowchart | A diagram that provides a visual picture of an algorithm. A programmer can draw a flowchart showing the logic of a program with symbols that represent operations. |
| computer-aided software engineering (CASE) tools | Suites of powerful applications that are specifically designed to help teams of software developers with project management, programming, and user testing. |
| comment | An informational message inserted into the program source code, normally used to explain source code to programmers who may later examine and modify the code. |
| hacking code | Writing code without carefully planning and structuring the program so that many errors occur because the programmer was sloppy during the programming process. |
| logic error | An error that occurs when a program’s syntax is correct but the program instructs the computer to perform an action incorrectly. |
| run-time error | An error that appears when an application is running. |
| crash bug | A bug that causes a program to stop running, or crash. |
| infinite loop | A programming mistake that causes a program to perform the same set of instructions over and over again, without any way of stopping. |
| style error | A programming mistake that makes the program slower to execute or bulkier than it would otherwise be. |
| dead code | Code that is marked as a comment so that the compiler ignores it. |