1. != A __ b means a is not equal to b.
2. _ _ is called an underscore.
3. < A __ b means a is less-than b.
4. <= A __ b means a is less-than-or-equal to b.
5. == A __ b means a is equal to b.
6. > A __ b means a is greater-than b.
7. >= A __ b means a is greater-than-or-equal to b.
8. 0-1 knapsack problem __: The knapsack problem with the quantity of each item limited
to 1.
9. abstract data type / ADT An abstract data type (ADT) is a data type whose creation and
update are constrained to specific well-defined operations.
10. Abstraction / information Abstraction means to have a user interact with an item at a
hiding / encapsulation high-level, with lower-level internal details hidden from the user
(aka information hiding or encapsulation).
11. activity diagram A UML __ is a flowchart, similar to zyFlowchart, used to describe
the flow of an activity or set of activities.
12. addition / + The addition operator is +, as in x + y.
13. agile approach / spiral ap- A program can be built by doing small amounts of each SDLC
proach phases in sequence, and then repeating, known as the agile ap-
proach (or spiral approach).
14. agricultural age Civilization's earlier __ lasted many thousands of years.
, WGU D278 Scripting and Programming - Foundations
15. algorithm An __ is a sequence of steps that solves a problem, generating
correct output for any valid input values.
16. Algorithm efficiency __ is typically measured by the algorithm's computational com-
plexity.
17. algorithm time efficiency Algorithm time efficiency: The number of calculations required to
solve a problem.
18. analysis The __ phase determines the goals and requirements for a system.
19. argument An __ is a value provided to a function's parameter during a
function call. Any function input values, or __, appear within ( ),
and are separated by commas if more than one.
20. array An __ is a special variable having one name, but storing a list of
data items, with each item being directly accessible.
21. ASCII __ is a popular code for characters.
22. assignment statement An __ assigns the variable on the left-side of the = with the current
value of the right-side expression.
23. auxiliary space complexity An algorithm's __ is the space complexity not including the input
data.
24. behavioral diagram A __ visualizes dynamic behavior of software, such as the flow of
an algorithm.
25. best case An algorithm's __ is the scenario where the algorithm does the
minimum possible number of operations.
26. binary numbers Computers can only represent two values (0 or 1), so base two
numbers, known as __ ("bi" refers to two).
, WGU D278 Scripting and Programming - Foundations
27. Binary search __ is a faster algorithm for searching a list if the list's elements are
sorted and directly accessible (such as an array). Divides an item
into two halves, runs a test to decide in which half something lies,
and repeats the binary search on that half.
28. bit A single 0 or 1 is called a __.
29. Boolean A __ is a type that has just two values: true or false.
30. braces { } are __ .
31. brackets [ ] are __ .
32. branch In a program, a __ is a sequence of statements only executed
under a certain condition.
33. bug / debugging In a program, a problem's cause is called a bug, and troubleshoot-
ing is called debugging.
34. byte Eight bits, like 11000101, are called a __.
35. case sensitive Identifiers are __, meaning upper and lower case letters differ.
36. character A __ includes any letter (a-z, A-Z), digit (0-9), or symbol (~, !, @,
etc.).
37. class A __ is a code blueprint for creating an object that is composed of
data members and functions that operate on those data members.
38. class diagram A UML __ is a structural diagram that can be used to visually model
the classes of a computer program, including data members and
functions.
39. comment