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1. Data type A formal classification of the type of data being used Defined by the values it can
take or the operations which can be performed on it
2. Signed Integer A negative and positive whole numbers
3. Unsigned integer A positive whole numbers
4. Real/Float A positive or negative number which can have a fractional part
5. Boolean A value that is either True or False
6. Character A single number, letter or symbol
7. String An array of characters
8. Date/time Stores a date and/or time
9. Pointer/Refer- Stores the memory addresses of objects created at runtime
ence
10. Records A fixed collection of fields each of which could have different data types that
appear as a row in a file
11. Array An indexed, finite set of related elements of the same data type
Each element has an index which starts counting from zero
12. N-Dimensional Can be created using arrays of arrays
Array
13. User defined They are derived from existing data types in order to create a customised data
data type structure. They allow a programmer to ensure that a solution is as memory efficient
as possible.
14. Variables A named container held in a memory location used to store a data value. This value
can change at runtime. Needs a unique identifier.
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15. Variable declara- Creating variables by specifying its identifier and the type of data it can contain.
tion A space in memory will be allocated to it. This allows the data to be retrieved and
modified.
16. Initialising a vari- Setting the initial value for a variable. In some languages initialisation and dec-
able laration can be combined into a single statement. A variable must be initialised
before it is referenced.
17. Constants A named container held in a memory location used to store a data value. Value
does not change at runtime, only design time
18. Constant decla- Same as variable declaration, but with a constant
ration
19. Benefits of us- If a constant value is used multiple times throughout a program, using a constant
ing a named con- makes changing that value much easier as it only needs to be updated in one
stant place.
Reduced errors from accidentally changing the value as they are immutable
20. Design time The period the development of a program - when values are hardcoded
21. Runtime The period when a program is running
22. Assignment Giving a constant or variable a value
23. Iteration Repeating an instruction, this could be definite or
indefinite
24. Definite (count A type of iteration in which the number of repetitions required is known before
controlled) itera- the loop starts. eg for loops
tion
25.
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Indefinite (condi- A type of iteration in which the number of repetitions required is not known before
tion controlled) the loop starts. Can be pre-condition like while loops or post condition like do
iteration until loops where the code is executed at least once.
26. Nested iteration Nested iteration is when a loop is included inside another loop. Any type of loop
can be nested. They are useful for iterating through more complex data structures,
such as 2D arrays, and for implementing sorting algorithms.
27. Selection A programming construct that allows a program to run sequences of code de-
pending on whether a condition evaluates to True or False. eg if statements
28. Subroutines A named block of code containing a set of instructions designed to perform a
frequently used operation. Can be procedures or functions
29. Functions A type of subroutine that will always returns a value
30. Procedures A type of subroutine that won't return a value
31. Arguments Values provided to a subroutine when it is called, stored in parameters
32. Parameters Variables that hold data that was passed to the subroutine when it was called
33. Passing by value When an argument is passed to a subroutine by value, each parameter will hold
a copy of the data from the original argument. This data is held in a separate
memory location and is only available to the subroutine. Even if the value of the
parameter is changed within the subroutine, the value of the original argument
is unchanged.
34. Passing by refer- When an argument is passed to a subroutine by reference, this creates a pointer
ence that contains the memory address of the original variable. Therefore, any change
to the parameter within the subroutine also affects the value of the original
variable.
35. Scope Refers to where in the program a variable or constant can be accessed.