Elementary Programming
Quiz yourself by thinking what should be in
each of the black spaces below before clicking
on it to display the answer.
Help!
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algorithm | describes how a problem can be solved by listing the actions need to be taken and the order of their execution
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assignment operator (=) | designates a value for a variable
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assignment statement | used for storing a value in a variable
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byte type | 8-bit signed data type for integers
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casting | an operation that converts a value of one data type to a value of another data type
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constant | an identifier that represents a permanent value
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data type | kind of data stored in a variable
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declare variables | specifying data types and naming a storage location for them
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decrement operator (--) | subtracts one from the operand
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double type | 64-bit IEEE 754 data type for floating-point numbers
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expression | computation involving values, variables, and operators that are evaluates to a value
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final keyword | required for creating a constant
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float type | 32-bit IEEE 754 data type for floating-point numbers
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floating-point number | real numbers; numbers with decimal points
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identifier | names that identify elements such as classes, methods, and variables in a program
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increment operator (++) | adds one to the operand
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incremental code and testing | implementing one at a time
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int type | 32-bit signed data type for integers
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IPO | input, process, output
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literal | a constant value that appears directly in a program
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long type | 64-bit signed data type for integers
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narrowing a type | casting a type with a large range to a type with a smaller range
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operands | values operated on
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operator | symbol to indicate operation to perform
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overflow | when a variable is a assigned a value too large in size to be stored in its data type
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postdecrement | decrement occurs after the rest of the expression is evaluated
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postincrement | increment occurs after the rest of the expression is evaluated
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predecrement | decrement occurs before the rest of the expression is evaluated
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postincrement | increment occurs before the rest of the expression is evaluated
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primitive data type | simple data types provided by Java; can store only one piece of data at time
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pseudocode | natural language mixed with some programming code
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requirements specification | formal process that seeks to understand the problem the software will address and to document in detail what the software system needs to do
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scope of a variable | part of a program where a variable can be referenced
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short type | 16-bit signed data type for integers
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specific import | a single class in the import statement
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system analysis | seeks to examine methodically the data flow and to identify the system's input and output
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system design | breaking problem down into manageable components and create strategies for implementing each component
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underflow | when a floating-point number is too small(too close to zero) to be stored
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UNIX epoch | time elapsed since midnight January 1, 1970 GMT
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variable | represents a value stored in memory
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widening a type | casting a type with a small range to a type with a larger range
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wildcard import | a package import
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Review the information in the table. When you are ready to quiz yourself you can hide individual columns or the entire table. Then you can click on the empty cells to reveal the answer. Try to recall what will be displayed before clicking the empty cell.
To hide a column, click on the column name.
To hide the entire table, click on the "Hide All" button.
You may also shuffle the rows of the table by clicking on the "Shuffle" button.
Or sort by any of the columns using the down arrow next to any column heading.
If you know all the data on any row, you can temporarily remove it by tapping the trash can to the right of the row.
To hide a column, click on the column name.
To hide the entire table, click on the "Hide All" button.
You may also shuffle the rows of the table by clicking on the "Shuffle" button.
Or sort by any of the columns using the down arrow next to any column heading.
If you know all the data on any row, you can temporarily remove it by tapping the trash can to the right of the row.
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Created by:
shoemaker
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