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Stack #4683873
| Question | Answer |
|---|---|
| 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. |