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Stack #4683873

QuestionAnswer
Control Structures Programming statements that determine the order in which instructions are executed in a program
Control Structure (Selection) Choose between Options (if/else)
Control Structure (Iteration) Repeat actions (for, while loops)
Control Structure (Branching) Moving across lines of code non-linearly
Goto Statement Causes a program to jump directly to another labeled part of the code. (creates spaghetti code)
Multi-Way Branching Allows a program to choose between many possible paths in a clear, structured way. (switch/elif)
Subprogram A named block of code inside of a program
Overloaded Subprogram Subprograms that have the same name but different parameter lists
Generic Subprogram Subprograms that can work with different data types without being rewritten
Pass-By-Value A copy of the argument's value is passed into the subprogram (making a copy of homework for a friend)
Parameter A function/method that receives input when it is called (name)
Argument The actual value passed into the parameter (raymond)
Class The blueprint that outlines what an object can have for each object that is created from the class (player, name, health)
Object The actual instance created from a class (player1, ray, 50hp)
Method The actions being performed in code
Pass-By-Reference Subprogram recieves access to the original variable's memory location
Activation Record A block of memory created when a subprogram is called. Stores local variables, parameters, etc.
Call Stack (LIFO/Dishstack) Memory structure that keeps track of active subprogram calls.
Static Link links from where variables are first defined at (what's my home?)
Dynamic Link Links from where the function was last called (Who called me?)
Abstract Data Type (ADT) A data type defined by what it does not by how it is executed. Ex: Vending machine dispenses food. Don't think about the gears and mechanics of it
Encapsulation (OOP 1) Protecting the inside details of something from direct access and only letting interaction come through called methods (private int balance)
Inheritance (OOP 2) Lets a new class reuse code from an existing class. (parent class animal sub class dog)
Polymorphism (OOP 3) The same method can produce different results depending on the object.
Dynamic Binding The program decides which method implementation to use at runtime (is it a dog speaking or a cat?)
Concurrency (task chunking) A program can manage multiple tasks during the same overall period (jump from task to task and back)
Multiprocessing (divide and conquer) A program uses multiple processes to run tasks at the same time. (1 person clean kitchen 1 clean bathroom)
Exception An interruption to the normal flow of execution
Exception Handling Catching and responding to exceptions so a program can handle errors without crashing immediately
Facts (prolog) Statements that declare something to be true
Queries (prolog) Questions asked to the program to determine whether something is true based on the facts stored
Goals (prolog) Something the program tries to prove true using the facts stored.
Created by: Rayric22
 

 



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