Chapter 6

Karl Taylor
Mind Map by Karl Taylor, updated more than 1 year ago
Karl Taylor
Created by Karl Taylor about 4 years ago
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Types of programming language
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Chapter 6
1 Key Terms
1.1 Procedural programming
1.1.1 A program where instructions are given in sequence; selection is used to decide what a program does and iteration dictates how many times it does it
1.1.2 Programs are broken into key blocks called procedures and functions
1.2 Logic programming
1.2.1 A problem is expressed as a set of facts and rules
1.2.1.1 These are used to find a given goal
1.3 Functional programming
1.3.1 Takes in value(s) and returns a value
1.4 Imperative
1.4.1 Giving orders
2 Assembly Language (Little Man Computer (LMC))
2.1 Low level language
3 Memory Adressing
3.1 Indirect
3.1.1 The operand is the address of the data wanted
3.2 Direct
3.2.1 The operand represents the memory location of the data we want
3.3 Immediate
3.3.1 The operand is the actual value we want
3.4 Indexed
3.4.1 One of the registers in the CPU is the index register. This is used for index addressing. In index addressing the address giving is the base address. This is then added to the value in the index register. By incrementing the index register, it is possible to iterate efficiently through an array
4 Object Orientated Programming
4.1 Polymorphism
4.1.1 When methods behave differently according to the context in which they are used
4.1.2 An example of this is when we have a polymorphic array that contains objects of different classes but that inherits from the same super class
4.2 Encapsulation
4.2.1 Is the pattern of making attributes in a class private but allowing them to be changed and accessed through public methods
4.2.1.1 Private means that the method or attribute following it is only accessible from within that class
4.3 Classes & objects
4.3.1 A class is a template used to create objects
4.3.2 It defines what attributes and methods an object should have
4.3.3 An attribute is a value, stored in a variable attached to that object
4.3.4 A method is a subroutine that defines actions that an object can perform
4.4 Inheritance
4.4.1 Allows a class to have all the methods and attributes of another class
4.4.2 The subclass can also have its own methods and attributes
4.4.3 The subclass can override methods of the superclass
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