D278 EXAMINATION QUESTIONS AND ANSWERS
Computer program - instructions executing one at a time
Basic instruction types - input, process, output
input - A program gets data, perhaps from a file, keyboard, touchscreen, network, etc.
process - A program performs computations on that data, such as adding two values like
x + y.
output - A program puts that data somewhere, such as to a file, screen, network, etc.
variable - programs use these because its value varies e.g. x, y, z; some name that can
hold a value; named item
Computational Thinking - creating a sequence of instructions to solve a problem
Algorithm - A sequence of instructions that solves a problem
Flowchart - graphical language for creating or viewing computer programs
coral language - A language intended for learning to program
program - list/sequence of statements
statement - carries out some action and executes one at a time; specific action; set of
instructions
node - each statement is located in one of these (e.g. coral language has these in
graphical ____)
interpreter - tool that runs a program's statements
run and execute - Words for carrying out a program's statements.
start - program execution begins at the ____ node
input statement - variable = Get next input; commonly a parallelogram in a coral
flowchart
output statement - put item to output
string literal - consists of text (characters) within double quotes, as in "Go #57!".
character - includes any letter (a-z) or digit (0-9) or symbol (#,@,&,!, etc.)
, cursor - indicates where the next output item will be placed in the output
newline - Special two-character sequence \n whose appearance in an output string literal
causes the cursor to move to the next output line.
put x to output - outputting a variable's value is achieved by
comment - text a programmer adds to a program, to be read by humans to better
understand code, but ignored by the program when executing; usually starts with "//"
Whitespace - refers to blank spaces (space and tab characters) between items within a
statements, and to newlines; helps improve readability for humans, but is ignored during
execution by program
switch - either a 1 (on) or a 0 (off)
Moore's Law - reducing switch sizes by half nearly every 2 years
Information Age - began in 1990s; human activity shifting to creating/managing/using
computerized information; agricultural age -> industrial age -> ___
bit - single 0 or a single 1
byte - 8 bits
American Standard Code for Information Interchange (ASCII) - ASCII; uses 7 bits per code
and has codes for 128 characters; 1963
Unicode - 1991; codes have more bits than ASCII; represent over 100,000 items such as
symbols and non-English characters
decimal numbers - base ten numbers
binary numbers - Represents values using 0 and 1
problem solving - creating a methodical solution to a given task
Computational thinking - The thought processes needed to build correct, precise, logical
programs
Pseudocode - resembles a program in real program language but is simplified to aid
human understanding
coral - simple language for learning program; e.g. flowchart and code; looks like
pseudocode, but follows rules that allow execution
Computer program - instructions executing one at a time
Basic instruction types - input, process, output
input - A program gets data, perhaps from a file, keyboard, touchscreen, network, etc.
process - A program performs computations on that data, such as adding two values like
x + y.
output - A program puts that data somewhere, such as to a file, screen, network, etc.
variable - programs use these because its value varies e.g. x, y, z; some name that can
hold a value; named item
Computational Thinking - creating a sequence of instructions to solve a problem
Algorithm - A sequence of instructions that solves a problem
Flowchart - graphical language for creating or viewing computer programs
coral language - A language intended for learning to program
program - list/sequence of statements
statement - carries out some action and executes one at a time; specific action; set of
instructions
node - each statement is located in one of these (e.g. coral language has these in
graphical ____)
interpreter - tool that runs a program's statements
run and execute - Words for carrying out a program's statements.
start - program execution begins at the ____ node
input statement - variable = Get next input; commonly a parallelogram in a coral
flowchart
output statement - put item to output
string literal - consists of text (characters) within double quotes, as in "Go #57!".
character - includes any letter (a-z) or digit (0-9) or symbol (#,@,&,!, etc.)
, cursor - indicates where the next output item will be placed in the output
newline - Special two-character sequence \n whose appearance in an output string literal
causes the cursor to move to the next output line.
put x to output - outputting a variable's value is achieved by
comment - text a programmer adds to a program, to be read by humans to better
understand code, but ignored by the program when executing; usually starts with "//"
Whitespace - refers to blank spaces (space and tab characters) between items within a
statements, and to newlines; helps improve readability for humans, but is ignored during
execution by program
switch - either a 1 (on) or a 0 (off)
Moore's Law - reducing switch sizes by half nearly every 2 years
Information Age - began in 1990s; human activity shifting to creating/managing/using
computerized information; agricultural age -> industrial age -> ___
bit - single 0 or a single 1
byte - 8 bits
American Standard Code for Information Interchange (ASCII) - ASCII; uses 7 bits per code
and has codes for 128 characters; 1963
Unicode - 1991; codes have more bits than ASCII; represent over 100,000 items such as
symbols and non-English characters
decimal numbers - base ten numbers
binary numbers - Represents values using 0 and 1
problem solving - creating a methodical solution to a given task
Computational thinking - The thought processes needed to build correct, precise, logical
programs
Pseudocode - resembles a program in real program language but is simplified to aid
human understanding
coral - simple language for learning program; e.g. flowchart and code; looks like
pseudocode, but follows rules that allow execution