Flashcards
Unit 4 CCEA Digital Technology - Definitions
Cards in this deck (51)
- 17-bit ASCII tableAlso known as Standard ASCII, uses 7 bits to represent each character.
Only 128 characters represented in the character set. - 28-bit ASCII tableAlso known as Extended ASCII, uses 8 bits represent each character.
A further 128 characters can be represented in the character set, totalling 256 characters. - 3AbstractionFiltering out details about the program that will not be required for the solution.
- 4AlgorithmA set of step-by-step instructions representing the solution to a problem.
- 5Algorithm DesignCreating a step-by-step set of instructions that represents a solution to the problem.
- 6ASCII CodeAmerican Standard Code for Information Interchange.
- 7Binary SearchA search algorithm which works on a sorted list of data items.
- target value is located by finding the mid location in the list
- compares that value to the target value.
- this is repeated until the target value is found or the search space has reduced to one item which is not the target value. - 8Black Box TestingWhere the tester is unaware of the internal structure of the application they are testing.
- 9Bounded RepetitionType of loop used when we know in advance how many times the loop is to be carried out.
- 10Bubble SortA simple sort method which repeatedly steps through a list of data items; adjacent elements are compared and swapped if they are in the wrong order.
- 11ClassA template for creating an object. it defines the methods and properties which can be used to build an object of that class.
- 12Conditional RepetitionThis type of loop will run until a particular condition is true or false.
- 13Dry RunA paper-based exercise which allows the programmer to go through the solution step by step. The dry run will highlight any errors in the logic of the solution.
- 14EncapsulationAn object's data is hidden so that it can only be directly accessed by the methods within the object.
- 15EvaluationA document which considers the success of a project in realtion to
- how complete the solution is
- how efficient it is
- how well it - 16Extreme DataUsed to test that the system can cope with very large or very small data.
- 17FlowchartA graphical representation which includes special symbols and flow lines to represent the solution to a problem.
- 18InheritanceThis enables the properties of one class to be copied to another so that only the differences between the classes need to be reprogrammed.
- 19Insertion SortA simple sorting algorithm that builds a sorted sub-list one item at a time. The sub-list becomes the new sorted list.
- 20Integration TestingWhen a number of units have been tested they are combined together to form a sub-system.
Integration testing ensures that all the units work together correctly. - 21IterationThe use of loops and conditions to repeat sections of code.
- 22Linear SearchA simple search algorithm that compares every data item in a list to the target value.
- 23Machine CodeInstructions in binary format that can be executed by directly by the computer.
- 24MethodsThe behaviours that an object can perform e.g. an object may have a method which prints all of the data contained within it onto the screen.
- 25Null DataUsed to test that the system can cope when no data is entered.
- 26ObjectA self-contained element which contains the properties and methods needed to access and manipulate the data values.
- 27Object-Orientated ProgrammingAn approach to developing a solution where the focus is on data not processes.
The data and methods (program code) which operate on the data are contained within a single object class. - 28One's ComplimentCan be used to represent a binary number.
When using one's compliment, each bit is inverted, so a 1 bit changes to a 0 bit and vice versa. - 29OverflowOccurs when the magnitude of the number is greater than the maximum number that can be represented by a computer.
- 30Procedural ProgrammingAn approach to developing a soution where the program operates on data and is organised in self-contained blocks called procedures.
The logic of the program is actioned by calling the procedures. - 31ProgramA set of instructions that are written to carry out a task.
- 32PropertiesContains code which facilitates reading and writing to the data within an object.
- 33Pseudo-CodeA set of English-like, language independent instructions which uses keywords and control structures to represent the solution to a problem.
- 34RepetitionWhere select lines of code can be executed over and over again, either a set number of times or until a condition is met.
- 35Robust SystemA system can be considered to be robust if it does not crash when processing high levels of valid, invalid, extreme or null data.
- 36RobustnessA measure of the systems ability to continue to run when high volumes of valid, invalid, extreme or null data is entered.
- 37SelectionWhere only some lines of code need to be run and only if a certain condition is met.
If the condition is not met, the code is not executed. - 38SequencingWhere lines of code need to be run one after another from the beginning to the end.
- 39Software Development Environment (SDE)Software which provides programmers with an integrated set of programming tools to build an application from coding through to testing.
- 40Source CodeThe original program code written by the programmer.
- 41SyntaxThe rules, order or structure of various elements in a language.
- 42Syntax ErrorAn error in the code entered into the code editor, e.g. a misspelling or the omission of a symbol.
- 43System TestingCarried out on a completed and fully integrated system to ensure correct outputs are produced in compliance with the user requirements.
- 44Test CasesA document which contains a set of tests to help the programmer verify that the code works as expected.
It will include expected results and actual outcomes. - 45Trace TableCreated during a dry run containing all the data items and output used in the section of code being reviewed.
The value of each data item is documented after each line of code is executed. - 46Two's ComplimentA method for representing signed numbers in a computer system.
- 47Unbounded RepetitionThis type of loop will run until a particular condition is true or false.
- 48Unconditional RepetitionUsed when we know in advance how many times the loop is to be carried out.
- 49Unit TestingTesting one module or unit of code to ensure that it is working as expected.
The logic of the code is tested. - 50User RequirementsA doucment which details what the end user expects the system to do.
Often forms part of a contract between the developer and the end user. - 51Valid DataUsed to test that the system operates as expected with normal data.
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- GCSE GCSE Unit 4 Flashcards on Unit 4 CCEA Digital Technology - Definitions, created by a St George on 26/05/2022.
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