Readable code | Comments |
Descriptive names | Indentation |
Whitespace | Consistent style |
Simplicity | Modularity |
Text added to code that explains what the code does. Comments can help others understand the code and make it more readable. | Code that is easy to read and understand, which makes it more maintainable and efficient. |
The use of spaces or tabs to visually indent code. Indentation makes the code more readable and helps others understand the structure of the code. | The use of descriptive names for variables, constants, and subprograms in code. Descriptive names make the code more understandable and reduce the need for comments. |
The use of a consistent style in code, such as consistent indentation and naming conventions. Consistent style makes the code more readable and reduces confusion. | Empty space between characters in code. The use of whitespace can improve readability and make the code easier to understand. |
The practice of breaking code into smaller, more manageable pieces called modules. Modularity makes the code more readable and maintainable. | The practice of keeping code simple and easy to understand. Simple code is easier to maintain and debug. |
Refactoring | Documentation |
Code review | Testing |
Programming Error | Logic Error |
Syntax Error | Runtime Error |
The practice of writing documentation for code, such as user guides and technical manuals. Documentation makes the code more understandable for others who may work on the code in the future. | The process of improving the structure and readability of existing code. Refactoring can make code easier to understand and maintain. |
The process of testing code to ensure that it performs as expected. Well-tested code is more maintainable and readable. | The process of reviewing and critiquing code written by others. Code review can identify areas for improvement and improve code readability. |
A type of programming error that occurs when the code runs without producing any error messages, but does not produce the desired output due to flawed logic. | A mistake made by the programmer in the process of writing a computer program that prevents the code from running or achieving the desired result. |
A type of programming error that occurs during the execution of a program, resulting in an unexpected program termination or abnormal behavior. | A type of programming error that occurs when the code fails to follow the rules of the programming language, resulting in a compile-time error. |
Debugging | Breakpoints |
Traceback | Variable |
Value | Reference Error |
Syntax Analyzer | Exception |
A debugging tool used to stop the execution of a program at a specific point in the code, allowing the programmer to examine the state of the program and variables. | The process of finding and fixing errors or bugs in computer programs. |
A named storage location in a computer program that stores a value or a reference to a value. | A list of function calls that shows the path of execution of a program leading up to an error or exception. |
A type of runtime error that occurs when a program tries to access a variable or object that does not exist or has not been initialized. | Data that is assigned to a variable in a computer program, such as a number, string, or object reference. |
An unexpected event or error that interrupts the normal flow of execution of a program. | A tool used to parse and analyze the syntax of a program to check for errors and ensure that it complies with the rules of the programming language. |
Test plans | Test data |
Program validation | Normal data |
Boundary data | Erroneous data |
Test plan design | Test plan execution |
The input values and test cases that are used to check the correctness and accuracy of a program during testing. | A detailed document that outlines the strategies, methods, tools, and resources required to verify and validate the functionality of a program. |
Test data that conforms to the expected or typical input values and conditions for a program. | The process of testing and verifying a program's functionality, reliability, usability, and security before it is released or deployed. |
Test data that contains mistakes, errors, or invalid values that are intentionally used to check whether the program can detect and handle them correctly. | Test data that falls on or near the minimum and maximum input values for a program and tests whether the program can handle them correctly. |
The process of carrying out the test plan and recording the results and observations for each test case. | The process of creating and organizing a test plan based on the program's specifications, requirements, and objectives. |
Test case | Test suite |
Test coverage | Debugging |
Error Message | Syntax Error |
Logic Error | Debugging |
A collection of related test cases that are designed to test a certain functionality or module of the program. | A specific type of test scenario or input combination that is designed to evaluate a certain aspect or feature of the program. |
The process of identifying, analyzing, and fixing errors or faults in a program during testing or development. | The degree to which a test plan and its associated test cases cover all the possible input values, conditions, and features of a program. |
An error in the syntax of a program that prevents it from running correctly. This often occurs when there is a typographical error such as a missing or extra character or incorrect use of punctuation. | A message produced by a computer program that indicates an error or a problem with the program. It often includes details about the error such as the line number and type of error. |
The process of finding and fixing errors in a program. This involves identifying the location of the error, understanding what caused it, and correcting the code to resolve the problem. | A type of error in a program that occurs when the code itself is not logically sound and does not produce the expected result. This often occurs when there is an error in the program's algorithm or data structure. |
Compile Error | Runtime Error |
Exception Handling | Breakpoint |
Step Through | Try-Catch Block |
Stack Trace | Debugging Tool |
An error that occurs during the execution of a program. This can occur due to various reasons such as incorrect or unexpected input, out of memory errors, or division by zero errors. | A type of error that occurs during the compilation process when the code is transformed from source code to executable code. This often occurs when there is a syntax error or other problem with the code. |
A point in the code where execution can be paused during debugging in order to inspect program state, values of variables, and step through lines of code. | A programming construct that allows for the detection and handling of errors that occur during program execution. It allows for the program to gracefully handle errors and recover from them. |
A programming construct used to catch exceptions during execution of a program. Code within the try block is executed, and if an exception is caught, the catch block is executed to handle the error. | A debugging process where code is executed line by line, allowing the programmer to observe the program's state and values of variables at each step. |
A software program or feature that helps programmers detect and fix errors in their code. Examples of debugging tools include IDEs, debuggers, and profilers. | A printout of the function calls that led up to the error or exception. This can help identify the root cause of the error and locate where it occurred in the code. |
Trace Table | Variable |
Value | Debugging |
Table Header | Table Entry |
Initial Value | Assignment Statement |
A named storage location in a computer program. | A tool used to determine the value of a variable at a specific point in a program. |
The process of identifying and removing errors from software programs. | A data stored in a program variable. |
A row in a trace table that shows the values of all variables at a specific point in the program. | The top row of a trace table that lists the names of all variables in the program. |
A statement in a program that assigns a value to a variable. | The value of a variable before the start of a program or at the beginning of a block. |
Variable Scope | Execution Order |
Iteration | Conditional Statement |
High-level programming language | Syntax |
Structure | Compiler |
The order in which statements in a program are executed. | The region of a program where a variable is accessible. |
A statement in a program that performs an action based on a condition. | The repetition of a set of statements in a program. |
The set of rules that define the structure and format of a programming language. | A programming language that abstracts complex details of the underlying hardware and operating system, making it easier to write, read and maintain programs. |
A software tool that translates source code written in a high-level programming language into machine code that can be executed by a computer. | The arrangement of programming language elements to form a correct and valid program. |
Interpreter | Variables |
Data types | Control structures |
Functions | Object-oriented programming |
Debugging | IDE |
Storage containers that hold values used by a program. | A software tool that executes high-level language programs directly without translating them into machine code. |
Programming language constructions used to control the flow of program execution, such as loops and conditionals. | The classification of data items based on the type of value they hold, such as string, integer, or floating-point number. |
A programming paradigm that uses objects to represent and interact with data and other objects, with an emphasis on encapsulation, inheritance and polymorphism. | Reusable blocks of code that perform specified operations and can be called from different parts of a program. |
Integrated Development Environment, a software application that provides comprehensive facilities to computer programmers for software development. | The process of discovering and correcting problems in a program. |
Readability | Indentation |
Comments | Descriptive names |
Camel Case | Pascal Case |
Snake case | Procedural abstraction |
The use of spaces or tabs to arrange code in a way that makes it easier to read and follow. | The ease with which code can be understood and modified by other programmers. |
Meaningful names given to variables, constants, and subprograms that make their purpose immediately clear. | Text added to code to explain what the code is doing and why it is doing it. |
A naming convention in which multiple words are concatenated and the first letter of each is capitalized. | A naming convention in which multiple words are concatenated and the first letter of each is capitalized except the first. |
The process of breaking down complex code into simpler, more manageable units. | A naming convention in which multiple words are concatenated and separated by underscores. |
Refactoring | Boolean |
Logical operators | Control flow |
Programming errors | Syntax errors |
Logic errors | Runtime errors |
A data type that can only take on the values true or false. | The process of restructuring existing code to improve its readability, performance, and/or maintainability. |
The order in which statements are executed in a program, often dictated by conditional statements and loops. | Operators used to combine and manipulate Boolean values, such as AND, OR, and NOT. |
Errors caused by violating the programming language's rules of syntax or grammar. | Mistakes made by programmers while writing code that prevent the program from running correctly. |
Errors that occur while the program is running, caused by unforeseen situations such as invalid user input or hardware malfunctions. | Errors caused by incorrect logic or reasoning in the program's algorithm. |
Debugging | Breakpoints |
Variable | Syntax |
Algorithm | Logic |
Compilation | Interpreter |
Markers set by the programmer in the code where the program execution will pause to allow debugging. | The process of finding and fixing errors in a program. |
The set of rules that define the structure of a programming language. | A location in memory where a programmer can store a value for later use in the program. |
The reasoning process used by a programmer to create a program's algorithm. | A step-by-step procedure for solving a problem or achieving a goal in a computer program. |
A program that directly executes source code, translating it one line at a time. | The process of translating human-readable code into machine-executable code by a compiler program. |
Error message | Syntax error |
Logic error | Runtime error |
Debugging | Breakpoint |
Step over | Step into |
A type of error caused by incorrect use of programming language syntax. | A message displayed by the computer when a program encounters an error while running. |
A type of error that occurs during the execution of a program. | A type of error caused by incorrect programming logic that produces unexpected or incorrect results. |
A marker set by a programmer in a program's source code that pauses program execution when reached. | The process of finding and fixing errors in programs. |
A debugging technique that allows you to step inside functions and subroutines. | A debugging technique that executes the current line of code and stops at the next line of code. |
Watch window | Debugging tool |
Logic | Programming language syntax |
Trace Tables | Variable Values |
Execution | Program |
A program or feature that assists in finding and fixing errors in programs. | A debugging tool that displays the value of a variable while the program is running. |
The set of rules or grammar for writing programs in a programming language. | The set of rules or principles that govern the behavior of a program. |
The value a variable holds at a specific point in a program | A table used to systematically trace the values of variables in a program as it executes |
A set of instructions that a computer follows to perform a specific task | The process of running a program |
State | Algorithm |
Iteration | Conditionals |
Boolean | Debugging |
Syntax | Semantic |
A set of instructions or steps for solving a problem | The values of all variables at a specific point in a program |
Statements in a program that only execute if a certain condition is met | The process of repeating a set of instructions a certain number of times or until a certain condition is met |
The process of identifying and fixing errors in a program | A data type that has only two possible values: true or false |
The meaning of code and how it executes | The set of rules that dictate how code must be structured and written in a programming language |
Performance | Functionality |
Evaluation | Testing |
Debugging | Bottleneck |
Optimization | Refactoring |
Refers to the range of features a program provides to carry out specific tasks | The measure of how well a program executes its tasks within a given time frame |
A technique used to evaluate a program's functionality and detect errors or defects | The process of examining a program's performance and functionality to determine its strengths and weaknesses |
A point in the program where performance is degraded due to resource limitations | The process of finding and eliminating errors or defects in a program |
The process of restructuring a program's internal structure to improve its maintainability and flexibility | The process of improving the efficiency of a program by reducing its resource requirements |
Documentation | Usability |
Backward compatibility | Beta testing |
Sequencing | Selection |
Iteration | Loop |
The extent to which a program is user-friendly and efficient to use | The process of creating records that describe a program's functionality, design, and usage |
A form of testing where the program is released to a limited audience to gather feedback and detect defects | The ability of a program to run on older versions of its operating system or hardware |
A programming structure that allows a program to execute different sets of instructions depending on whether a certain condition is true or false. | The process of executing a series of statements one after another in the order in which they are written. |
A programming structure that repeats a set of instructions until a certain condition is met. | A programming structure that repeats a set of instructions a specific number of times, or until a certain condition is met. |
Conditional | Boolean |
Function | Argument |
Parameter | Variable |
Increment | Decrement |
A data type that can only have two values: true or false. | A programming structure that allows a program to execute different sets of instructions depending on whether a certain condition is true or false. |
A value that is passed to a function when it is called, allowing the function to work with that value. | A set of instructions that performs a specific task. Functions help to keep code organized and more manageable. |
A named storage location in a program where data can be stored and retrieved. | A value that is specified in a function definition, representing a value that the function will need to work with when it is called. |
To decrease the value of a variable by a certain amount. | To increase the value of a variable by a certain amount. |
Variable Declarations | Type Declarations |
Command Sequences | Selection |
Iteration | Data Structures |
Subprograms | Syntax |
A statement that defines the data type of a variable. This can be used to specify what kind of data is stored in the variable, such as an integer or a string. | A statement that defines a variable and assigns it a value. Variables store data that can be used in a program. |
A programming construct that allows a program to make decisions based on certain conditions. This can be achieved using keywords such as if, else and switch statements. | A series of program statements or instructions that are executed one after the other. These can be used to carry out a set of operations or calculations. |
A way of organizing and storing data in a program. This can be achieved using arrays, lists and other data structures. | The repetition of a set of program statements or instructions until a certain condition is met. This can be achieved using loops such as for and while loops. |
The set of rules that govern the structure of program statements or instructions. This determines how statements must be written and formatted in order for them to be executed correctly. | A named section of a program that performs a specific task. These can be used to modularize code and make it easier to maintain. |
Purpose | Appropriate Use Cases |
Variable | Type Declaration |
Command Sequence | Selection |
Iteration | Data Structure |
The situations or problems for which a particular structural component is best suited. This can depend on factors such as the nature of the data being processed and the desired outcome of the program. | The reason for using a particular structural component in a program. This can vary depending on the context and goal of the program. |
The process of defining the type of a variable | A name given to a memory location to store data |
A programming structure used to make decisions between different options | A series of commands executed in a predefined order |
A way of organizing and storing data for efficient access and modification | A programming structure used to repeat a sequence of instructions multiple times |
Subprogram | Boolean |
Integer | Float |
Array | Function |
Sequencing | Selection |
A data type that can represent either true or false | A self-contained unit of code that performs a specific task |
A data type that can represent decimal numbers | A data type that can represent whole numbers |
A subprogram that returns a value and can be called from other parts of the program | A data structure that stores a collection of elements of the same type |
A control structure in programming where the program chooses which action to take based on specified conditions. | The process of putting a group of commands in a specific order so that they can be executed in that order. |
Iteration | Control structure |
Loop | Conditional |
Function | Efficient program |
Effective program | Identifying |
A programming language feature that controls the order in which statements are executed. | A control structure in programming that allows the program to execute a block of code repeatedly as long as a specified condition is true. |
A control structure in programming that allows the program to make decisions based on specified conditions. | A control structure in programming that repeats a block of code until the specified condition is false. |
A program that accomplishes its task with minimal use of resources, usually in terms of time and memory usage. | A reusable block of code that performs a specific task. |
The process of recognizing, distinguishing, and understanding the characteristics of a specific control structure needed to solve a task. | A program that accomplishes its task correctly and in the most logical and efficient way possible. |
Building | Program efficiency |
Integer | Real |
Boolean | Char |
String | Byte |
The ability of a program to complete its task using as few resources as possible, such as time, memory, or processing power. | The process of creating a program or software by composing, integrating, and testing individual functional components. |
A data type that represents a decimal number. | A data type that represents a whole number. |
A data type that represents a single character. | A data type that represents True or False values. |
A data type that represents a number between 0 and 255. | A data type that represents a sequence of characters. |
Double | Float |
Long | Short |
Array | Object |
Records | Fields |
A data type that represents a floating-point number with single precision. | A data type that represents a floating-point number with double precision. |
A data type that represents a small integer. | A data type that represents a large integer. |
A data type that represents an instance of a class. | A data structure that stores a collection of elements of the same data type. |
Individual pieces of data in a record. | Collections of related data items that are grouped together for easier processing. |
Arrays | One-dimensional arrays |
Two-dimensional arrays | Index |
Element | Initialization |
Accessing | Traversal |
Arrays that store data in a single row or single column. | Collections of data items that are stored together under a single name. |
A number that identifies the position of an item in an array. | Arrays that store data in multiple rows and columns, forming a grid or matrix. |
The process of assigning initial values to an array. | An individual item that is stored in an array. |
The process of visiting all elements of an array in a sequential order. | The process of retrieving an element at a given index from an array. |
Sorting | Searching |
String | Concatenation |
Indexing | Substring |
Length | Upper case |
The process of finding a specific element in an array. | The process of arranging the elements of an array in a specific order. |
The process of joining one or more strings together to create a new string. | A sequence of characters. In programming, strings are usually enclosed in quotation marks. |
A smaller string extracted from a larger string. Substrings are created by specifying the start and end indexes of the desired characters. | The process of accessing individual characters within a string using an index number. |
A string with all characters in upper case letters. | The number of characters in a string. |
Lower case | Replace |
Split | Join |
Reverse | Trim |
Global Variables | Local Variables |
The process of replacing one or more substrings in a string with a new substring. | A string with all characters in lower case letters. |
The process of combining multiple strings into a single string, separated by a delimiter. | The process of breaking a string into multiple substrings based on a delimiter. |
The process of removing leading and trailing white spaces from a string. | A string with the order of its characters reversed. |
Variables that are declared inside a subprogram and can only be accessed and modified within that subprogram. | Variables that can be accessed and modified by any part of the program. |
Subprograms | Parameter |
Scope | Global scope |
Local scope | Variable naming conventions |
Variable shadowing | Variable lifetime |
A value that is passed to a subprogram when it is called, which can be used as input for the subprogram. | A section of code that performs a specific task and can be called by other parts of the program. |
The part of the program where a global variable can be accessed. | The part of the program where a variable can be accessed. |
Rules for naming variables, including using descriptive names and following a consistent style. | The part of the program where a local variable can be accessed. |
The duration for which a variable exists in the program. | When a local variable has the same name as a global variable, and the local variable is used instead of the global variable within the local scope. |
Pass by value | Pass by reference |
Variables | Constants |
Declare | Python |
Variable vs. Constant | Naming conventions |
A method of passing parameters to a subprogram where the memory location of the parameter is passed to the subprogram, allowing the subprogram to modify the original value. | A method of passing parameters to a subprogram where the value of the parameter is copied and passed to the subprogram. |
Containers that hold data that cannot be changed during the execution of a program. | Containers that hold data that can be changed during the execution of a program. |
A high-level, interpreted programming language commonly used for data analysis, web development, and artificial intelligence. | To assign a name to a variable or constant, and possibly specify its data type. |
Rules for choosing descriptive and readable names for variables and constants, such as using all lowercase letters and underscores to separate words. | Variables can be changed during program execution, while constants cannot. |
Data types | Integer |
Float | String |
Boolean | Syntax |
User Input | Code |
A data type that holds whole numbers (positive, negative, or zero) in Python. | The different kinds of data that can be stored in a variable or constant, such as numbers, strings, and booleans. |
A data type that holds a sequence of characters (letters, numbers, and symbols) in Python. | A data type that holds decimal numbers (floating-point numbers) in Python. |
The set of rules for writing statements or expressions in a programming language, including punctuation, indenting, and order of keywords. | A data type that holds either True or False (representing on/off or yes/no) in Python. |
A language used to communicate instructions to a computer for it to perform a specific task. | The data entered into a program by the user during its execution. |
Accepting Input | Responding to Input |
Variables | Data Types |
User Interface | Input Validation |
Conditional Statements | Loops |
The process by which a program provides output in response to user input. | The process by which a program receives input data from a user. |
A classification of the type of data that a variable can hold in a program. Examples include integers, strings, and Boolean. | A quantity that can assume any of a set of values, typically used in a program to store input and output values. |
The process of checking user input for accuracy and usability before processing it further in a program. | The means by which a user interacts with a computer program, typically through a graphical interface. |
A programming structure that allows a section of code to be repeated a certain number of times or until a specific condition is met. | A programming structure that allows the code to take one of two or more paths based on a given condition. |
Event-driven Programming | User Feedback |
Validation | Importance of validation |
Methods of implementing validation | Data type validation |
Range validation | Length validation |
Information provided to a user regarding the status of the program or the success of an action performed by the user. | A programming paradigm that allows the program to respond to user actions or events, such as clicking a button or pressing a key. |
Understanding the value of data validation such as avoiding errors, ensuring data consistency, and increasing data accuracy. | The process of checking whether the data entered by the user is correct and suitable for the intended purpose. |
Ensuring that data entered by the user is of the correct type, such as numbers, letters, or dates. | Ways to validate data such as data type validation, range validation, and length validation. |
Ensuring that the data entered by the user is of a certain length, e.g. a password must be at least 8 characters long. | Ensuring that the data entered by the user falls within a permissible range of values. |
Verification | Difference between validation and verification |
Input validation | Output validation |
Error message | Sanitization |
Text file | Reading |
Where validation ensures that data entered is correct, verification ensures that the software works as expected. | The process of checking whether the software or system meets the requirements and specifications. |
Ensuring that the results generated by the software are correct and valid for the intended purpose. | Ensuring that the data entered by the user is valid, before proceeding with the further processing. |
The process of cleaning user inputs to prevent code injections and other malicious attacks. | Notifications or prompts displayed when the data entered is invalid or incorrect. |
The process of extracting data from a file and loading it into a program or application. | A file that stores data in a format that can be read and edited using a text editor or word processor. |
Writing | Python |
File operations | Implement |
Data storage | Text editor |
Word processor | Extracting |
A high-level programming language used in various applications, including web development, scientific computing, and data analysis. | The process of saving or outputting data from a program or application to a file. |
To put into action or effect, such as using programming code to perform a desired function or task. | The various actions that can be performed on a file, including reading, writing, renaming, copying, and deleting. |
A software application used for creating, editing, and formatting text-based files, typically without rendering them as images or layouts. | The process of storing and preserving data, such as in a file or database, for later use or retrieval. |
The process of selecting and copying specific data from a larger set of information, such as a file or database. | A software application used for creating, editing, and formatting text-based documents that can include images, tables, charts, and other visual elements. |
Loading | Outputting |
User Input | Input Prompt |
Input Validation | Input Encoding |
Input Handling | Output |
The process of transferring or exporting data from one location or format to another, such as from a program or application to a file. | The process of transferring or importing data from one location or format to another, such as from a file to a program or application. |
A message that directs the user to provide specific input in order to interact with a program. | Data provided by a user that is used by a program to make decisions or perform actions. |
The process of converting user input into a format that can be used by a program, such as ASCII or Unicode. | The process of checking that user input is of the correct format or within certain parameters before using it. |
Data displayed to the user by a program in response to input or other actions. | The process of accepting and processing user input in a program. This includes validation and error handling. |
String | Integer |
Float | Boolean |
Variable | Control Structure |
Text files | Read |
A whole number used in programming to represent quantities such as counts or indexes. | A sequence of characters, typically used to represent words, phrases, or other text data in a program. |
A data type that can have one of two values: true or false. | A number with a decimal point used in programming to represent real numbers or measurements. |
A programming construct that directs the flow of execution in a program based on conditions or loops. | A named storage location in a program that can hold data and be referenced or manipulated by the program. |
The process of accessing and retrieving data from a file. | A type of file that stores the data in human-readable text format. |
Write | Open |
Close | File pointer |
End-of-file | Text mode |
Binary mode | Buffering |
The process of establishing a connection between the program and the file to be read or written. | The process of saving or storing data into a file. |
A pointer used to keep track of the current position of data being read or written in a file. | The process of terminating the connection between the program and the file after reading or writing. |
A mode in which the data is read or written as text, and new-line characters are treated specially. | A condition that occurs when the program has reached the end of a file while reading. |
The process of temporarily storing data in a buffer before reading or writing it to a file. | A mode in which the data is read or written as binary, and no special treatment is given to new-line characters. |
Flush | Error handling |
Arithmetic Operators | Addition Operator |
Subtraction Operator | Multiplication Operator |
Division Operator | Modulus Operator |
The process of handling errors that may occur while reading or writing to a file. | The process of writing the buffered data to the file. |
A binary operator used to add two numbers together | A set of mathematical operations that can be performed on numeric values |
A binary operator used to multiply two numbers together | A binary operator used to subtract one number from another |
A binary operator used to return the remainder of a division operation | A binary operator used to divide one number by another |
Integer Division Operator | Operator Precedence |
Associativity | Operand |
Unary Operator | Binary Operator |
Relational operators | Equal to |
The order in which arithmetic operations are performed | A binary operator used to divide two integers and return the quotient without any remainder |
A value on which an operation is performed | The order in which arithmetic operations with the same precedence are performed |
An operator that operates on two operands | An operator that operates on a single operand |
A relational operator used to compare values. It returns true if the values being compared are equal. | Symbols used to compare values in programming. They include equal to, less than, greater than, not equal to, less than or equal to, and greater than or equal to. |
Less than | Greater than |
Not equal to | Less than or equal to |
Greater than or equal to | Comparison |
Boolean | Conditional statement |
A relational operator used to compare values. It returns true if the first value is greater than the second value. | A relational operator used to compare values. It returns true if the first value is less than the second value. |
A relational operator used to compare values. It returns true if the first value is less than or equal to the second value. | A relational operator used to compare values. It returns true if the values being compared are not equal. |
The act of comparing two or more values in programming using relational operators to determine if they are equal, less than, greater than, or not equal to each other. | A relational operator used to compare values. It returns true if the first value is greater than or equal to the second value. |
A programming construct that executes code only if a certain condition evaluates to true. Relational operators are often used to create conditional statements. | A data type in programming that can have one of two values: true or false. Relational operators return boolean values. |
Variable | Syntax |
Arithmetic Operators | Addition |
Subtraction | Multiplication |
Division | Modulus |
The set of rules that govern the structure of code in programming. Relational operators must be used correctly in order to conform to the syntax of a programming language. | A named location in memory that stores a value in programming. Relational operators can be used to compare the values stored in variables. |
Addition is an arithmetic operator that adds two or more numerical values together to produce their sum. | Arithmetic operators are symbols used in computer programming, including addition (+), subtraction (-), multiplication (*), division (/), modulus (%), and integer division (//), to perform mathematical operations on numerical values. |
Multiplication is an arithmetic operator that multiplies two or more numerical values together to produce their product. | Subtraction is an arithmetic operator that subtracts a value from another value to produce their difference. |
Modulus is an arithmetic operator that returns the remainder of a division operation. | Division is an arithmetic operator that divides a value by another value to produce their quotient. |
Integer Division | Operator Precedence |
Associativity | Unary Operators |
Binary Operators | Expression |
Relational operators | Equals (==) |
Operator precedence is the order in which arithmetic operators are evaluated in a mathematical expression. | Integer division is an arithmetic operator that divides a value by another value, rounding down to the nearest whole number. |
Unary operators are operators that act on a single operand, such as negation (-) or logical not (!). | Associativity is the order in which arithmetic operators are evaluated when they have the same precedence. |
An expression is a sequence of values, variables, and operators that can be evaluated to produce a single value. | Binary operators are operators that act on two operands, such as addition (+), subtraction (-), multiplication (*), or division (/). |
A relational operator used to compare two values for equality. | A type of operator that compares two values and returns either true or false based on the comparison. |
Not equals (!=) | Greater than (>) |
Less than (<) | Greater than or equal to (>=) |
Less than or equal to (<=) | Logical operators |
AND (&&) | OR (||) |
A relational operator used to compare two values to determine if one is greater than the other. | A relational operator used to compare two values for inequality. |
A relational operator used to compare two values to determine if one is greater than or equal to the other. | A relational operator used to compare two values to determine if one is less than the other. |
Operators used to combine relational operators to produce complex expressions. | A relational operator used to compare two values to determine if one is less than or equal to the other. |
A logical operator that returns true if one of the statements is true. | A logical operator that returns true if both statements are true. |
NOT (!) | Expression |
Logic Operators | AND Operator |
OR Operator | NOT Operator |
Operand | Truth Table |
A combination of values, operators, and functions that evaluates to a value. | A logical operator that reverses the result of a relational expression. |
A logic operator that returns true if both conditions it connects are true | A method of combining conditional statements to evaluate true or false |
A logic operator that returns true if the condition it operates on is false | A logic operator that returns true if either of the conditions it connects are true |
A table that shows all the possible outcomes of a logic expression | A value or expression used in conjunction with a logic operator |
Precedence | Boolean Value |
Conditional Statement | Logical Expression |
Short-circuit Evaluation | De Morgan's Laws |
Subprogram | Advantages of subprograms |
A value that can only be true or false | The order in which logic operators are evaluated in an expression |
A combination of conditional statements connected by logic operators | A statement that is evaluated as either true or false |
A set of rules that describe how to negate a logical expression | The process of evaluating logical expressions by stopping as soon as the outcome can be determined |
They allow for code reusability, readability, and easier maintenance | A sequence of instructions that performs a specific task and can be reused by calling it multiple times |
User-defined subprograms | Built-in subprograms |
Library subprograms | Function |
Procedure | Parameter |
Argument | Local variable |
Subprograms that come pre-installed with the programming language and can be used without any additional configuration | Subprograms that are created by the programmer for specific tasks |
A type of subprogram that returns a value | Subprograms that are included in external libraries and can be used by importing the library |
A value or variable that is passed into a subprogram and used as input | A type of subprogram that does not return a value |
A variable that is declared within a subprogram and can only be accessed within that subprogram | A value or variable that is passed into a subprogram as input |
Global variable | Call |
Subprogram | Parameter |
Input Parameters | Output Parameters |
Function | Procedure |
The act of invoking a subprogram within a program | A variable that is declared outside a subprogram and can be accessed from any part of the program |
A value passed into a subprogram to be used during its execution. | A self-contained block of code that can be called by other parts of a program. |
Values that are returned by a subprogram when it is executed. | Values that are passed into a subprogram when it is called. |
A subprogram that does not return a value. | A subprogram that returns a value. |
Call | Argument |
Variable Scope | Local Variable |
Global Variable | Recursion |
A value passed into a subprogram when it is called. | The action of executing a subprogram. |
A variable that is declared and used within a subprogram. | The area of code where a variable can be accessed. |
The process of a subprogram calling itself. | A variable that can be accessed from anywhere in a program. |
Subprogram | Modularity |
Abstraction | Code reuse |
Maintainability | Function |
The practice of breaking down a complex problem into smaller, more manageable parts (subprograms). | A self-contained, named block of code that performs a specific task and can be reused when needed. |
The practice of using existing code (subprograms) to avoid duplicating effort and improve efficiency. | The ability to hide complex implementation details behind a simple interface, making it easier for users to work with. |
A type of subprogram that returns a value and can be used in expressions. | The ease with which code (including subprograms) can be modified, updated, and debugged over time. |
Procedure | Parameter |
Argument | Library |
Header | Body |
Subprogram | Parameters |
A variable passed to a subprogram that is used as input for calculations or other tasks. | A type of subprogram that performs a specific task, but does not return a value. |
A collection of pre-existing subprograms that can be used by programmers to avoid writing common code from scratch. | The value passed to a subprogram as input for a parameter. |
The part of a subprogram that contains the actual code that performs the task specified in the header. | The part of a subprogram that declares the name of the subprogram, the parameters it takes, and the data type it returns. |
Values passed to a subprogram when it is called or invoked to perform a specific task. | A self-contained block of code that performs a specific task and can be invoked multiple times from any part of the program. |
Function | Procedure |
Argument | Return |
Call | Input |
Output | Local variables |
A subprogram that performs a specific task and does not return a value, and can be called or invoked from other parts of the program. | A subprogram that returns a value and can be called or invoked from other parts of the program. |
The value that a subprogram sends back to the calling part of the program after completing its task. | A value passed to a subprogram as one of its parameters when it is called or invoked. |
Data provided to a subprogram as one of its parameters to perform a specific task. | To invoke or execute a subprogram from another part of the program. |
Variables declared inside a subprogram and only accessible within that subprogram. | Data returned by a subprogram after completing its task and sent back to the calling part of the program. |
Global variables | Parameter passing mechanisms |
Subprograms | Passing Data |
Parameters | Arguments |
Return Value | By Value |
The way in which parameters are passed to a subprogram, including call-by-value and call-by-reference. | Variables declared outside of any subprogram and can be accessed and modified from any part of the program. |
The process of sending input data to a subprogram and receiving output data from a subprogram. | A set of instructions that performs a specific task within a program and can be reused whenever necessary. |
Values passed as input data to a subprogram from the calling program. | Variables used in a subprogram to receive input data from the calling program. |
Passing input data to a subprogram by making a copy of the data in a new memory location. | The output data returned from a subprogram to the calling program. |
By Reference | Procedures |
Functions | Void |
Scope | Global Variables |
Subprograms that do not return a value but perform a specific task within a program. | Passing input data to a subprogram by using the memory location of the original data. |
A data type used for procedures that do not return a value. | Subprograms that return a value after performing a specific task within a program. |
Variables that can be accessed and manipulated from any part of a program. | The area of a program where a variable can be accessed and manipulated. |