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Information Software and Technology Year 10 Programming / Digital Media Revision Booklet 1

This document provides definitions and explanations of key terms and concepts related to programming and digital media for a Year 10 Information Software and Technology class. It defines terms like algorithm, variable, constant, data type, operator, control structure, error, and generations of programming. It also explains programming concepts like pseudocode, flowcharts, debugging, arrays, data types, and categories of software. The document is a revision booklet to help students learn and review important programming information for their class.

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Casper Lu
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0% found this document useful (0 votes)
42 views

Information Software and Technology Year 10 Programming / Digital Media Revision Booklet 1

This document provides definitions and explanations of key terms and concepts related to programming and digital media for a Year 10 Information Software and Technology class. It defines terms like algorithm, variable, constant, data type, operator, control structure, error, and generations of programming. It also explains programming concepts like pseudocode, flowcharts, debugging, arrays, data types, and categories of software. The document is a revision booklet to help students learn and review important programming information for their class.

Uploaded by

Casper Lu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Name : ___________________________________

Class : ____________
Teacher : _________________

Information Software and Technology


Year 10
Programming / Digital Media
Revision Booklet 1

Key Terms / Concept

Definition / Summary / What is it? / How do I use it? / Example


Steps which solve a problem in a finite amount of time

Algorithm
Container for a changeable value.
Variables
Data value which does not change during program.
Constants
Text and Numbers ASCII and Unicode
Character
Whole numbers
Integer
A string of characters or numbers uneditable value.
String
Float
Real number
Yes or no logic binary logic AND OR NOT
Boolean
Inequalities
Relational operator
AND OR NOT
Logical operator
Maths operations + - * /
Arithmetic
operator
Order followed
Sequence
Condition statement
Selection
Loop - Iteration
Repetition
Subprogram that runs a task when called
Function

Subprogram

GUI

A program called by the main program which performs another task


Advantages Identifying errors in code, Top-down Programming assigning sub
programs to different people.
Windows, Icons, Mouse, Pull down Menus
Graphic User Interface
Elements that allow the user to interact with the computer.

Pseudocode

Anonymous code, Level 4 coding Simplified version of coding detailing the


main steps Capital for commands

Flowchart

Diagram showing visualise but pseudocode is closer to actual coding


IN EXAM!!!!
While loop

Pre-test loop
Repeat Loop
Post-test loop
Starting at the beginning and working through.
Sequential

Object-orientated

Program geared towards objects placed into the program


IN EXAM!!!
Working manually through a program

Desk check

Peer check

Getting a peer to go through


Better because there are obvious errors which you are unlikely to notice.
Checks program to ensure that it runs correctly.

Debug
Input Process Output
IPO

Random

Array

A choice made without any method or logic.


IN EXAM!!! Use of seed based on time for pseudo number
N*m
Arrayname (1)
(1) is subscript or index IN EXAM!!!
AND OR NOT

Logical operator
+-*/
Arithmetic operator
Sequence, selection, repetition
Control structure

Assignment statement

Assignment of value/data to a variable.


N = N +6 (IN EXAM!!!) not an equation.

Runtime error

Software or hardware problem only evident when the program is runs.


Division by 0

Logical error

Error in logic, problem from programmers perspective human error in terms of


logic eg n<50 and n>50

Error in syntax problem in command usage


Syntax error

Source code

English commands of programming language ie PRINT , x = y etc What we


write
0s and 1s the machine translates into

Object code
The conversion of source code into machine code
Translation
Full conversion of program into machine code takes longer
Compilation
Converting each line of the program at a time Interpretation
Early working model used for proposal and demonstration
Prototype
Use of powers of 2 Base 2
Binary

Generations of
programming

Level 1 Machine Code


Level 2 LDX 3C 3 letter mnemonics 3 letter terms used to convert into
zeros and ones
Level 3 BlitzBasic, Python
Level 4 Excel
Level 5 Artificial Intelligence

1st and 2nd level


Low level language
3rd 4th and 5th level
High level language
Select / Casewhere /
Switch multi-way
selection

More than two options


Default Resets if input does not match case numbers
Integer, string, float, array,

Data types

Categories of software

Commercial - Information, Entertainment, Educational


Utility

Flowchart Symbols Ellipse Start and End


Box Process
Diamond Selection

Subprogram Double lined box


Parallelogram Input

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