Computer Science Fundamentals: Key Concepts and Definitions, Exams of Programming Languages

A comprehensive overview of fundamental computer science concepts, including input/output processes, variables, flowcharts, and program execution. It covers essential terminology such as string literals, characters, and comments, along with moore's law and data representation using bits, bytes, and ascii. The document also explains pseudocode, assignment statements, variable declarations, and data types like integers and floating-point numbers. Key programming concepts such as operators, precedence rules, incremental development, functions, arguments, and error handling are discussed. Additionally, it delves into more advanced topics like arrays, branching, loops, and modular development, concluding with an overview of the systems development life cycle (sdlc) and uml diagrams.

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WGU C173 Version 3 Language Agnostic 2024 -
2025 | 100% Verified| 90 QUESTIONS AND
VERIFIED ANSWERS LATEST UPDATE
GRADED A
1. input: A program gets data, perhaps from a file, keyboard, touchscreen, network,
etc.
2. process: A program performs computations on that data, such as adding two
values like x + y.
3. Output: A program puts that data somewhere, such as to a file, screen, network,
etc.
4. variable: Used by programs to refer to data. It is a named item, used to hold a
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WGU C173 Version 3 Language Agnostic 2024 -

2025 | 100% Verified| 90 QUESTIONS AND

VERIFIED ANSWERS LATEST UPDATE

GRADED A

  1. input: A program gets data, perhaps from a file, keyboard, touchscreen, network, etc.
  2. process: A program performs computations on that data, such as adding two values like x + y.
  3. Output: A program puts that data somewhere, such as to a file, screen, network, etc.
  4. variable: Used by programs to refer to data. It is a named item, used to hold a

value.

  1. flowchart: A graphical language for creating computer programs.
  2. Program: A list of statements, each statement carrying out some action and executing one at a time.
  3. Run, execute: Words for carrying out a program's statements.
  4. String literal: Text (characters) within double quotes.
  5. Characters: Any letter (a-z, A-Z), digit (0-9), or symbol (~, !, @, etc.).
  6. newline: Special two-character sequence \n whose appearance in an output string literal causes the cursor to move to the next output line.
  7. comment: Text a programmer adds to a program, to be read by humans (other

and type.

  1. integer: Variable type that can hold whole numbers.
  2. Expression: Can be a number, a variable name (numApples), or a simple calculation like (numApples + 1).
  3. Identifier: A name created by a programmer for an item like a variable or function. Must be a sequence of letters, underscores, and digits or start with a letter or underscore. They are case sensitive.
  4. Reserved word (or keyword): A word that is part of the language, like integer, Get or Put. These words cannot be used as an identifier.
  5. Naming conventions: A set of style guidelines defined by a company, team, teacher, etc., for naming variables.
  1. Lower camel case: Capitalize each word except the first, as in numApples.
  2. Operator: A symbol that performs a built-in calculation, like the + which performs addition.
  3. Precedence rules: An expression is evaluated using the order of standard mathematics.
  4. Incremental development: The progress of writing, compiling, and testing a small amount of code, then writing, compiling, and testing a small amount more (an incremental amount), and so on.
  5. floating-point number: Refers to the decimal point being able to appear any- where ("float") in the number. Ex. 98.6, 0.0006.
  6. Floating-point literal: A number with a fractional part, even if that fraction is 0.
  7. Infinity or - Infinity: Dividing a nonzero floating-point number by zero.
  8. Not a number: Indicates an unrepresentable or undefined value.
  9. Function: A list of statements executed by invoking the function's name, with such invoking know as a function call.
  10. Arguments: Any function input values that appear within ( ), and are separated by commas if more than one.
  11. RandomNumber(): A function is a built-in zyFlowchart function that takes two arguments, lowValue and highValue, and returns a random integer in the range

different(!=).

  1. Boolean: Type that has just two values: true or false.
  2. relational operator: Checks how one operand's value relates to another. For example, >=.
  3. logical operator: Treats operands as being true or false, and evaluates to true or false.
  4. Epsilon: The difference threshold indicating that floating-point numbers are equal.
  5. Loop: A program construct that repeatedly executes the loop's statements (known as loop body).
  6. Iteration: Each time through a loop's statement.
  7. Sentinel value: Special value indicating the end of a list, such as a list of positive integers ending with 0.
  8. while loop: A loop that repeatedly executes the loop body while the loop's expression evaluates to true.
  9. for loop: A loop consisting of a loop variable initialization, a loop expression, and a loop variable update that typically describes iterating for a specific number of times.
  10. function definition: Consists of the new function's name and block of state- ments.

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  1. Algorithm time efficiency: The number of calculations required to solve a problem.
  2. Systems development life cycle (SDLC): Analysis Phase, Design Phase, Implementation phase, testing phase
  3. Waterfall Approach: Carrying out the SDLC phases in sequence.
  4. Agile or spiral approach: A program can be built by doing small amounts of each SDLC phases in sequence, then repeating.
  5. Universal Modeling Language: Modeling language for software design that uses different types of diagrams to visualize the structure and behavior of programs.
  6. Use Case Diagram: Behavioral diagram used to visually model how a user interacts with a software program.
  7. compiled language: A program written in a compiled language is first converted by a tool (compiler) into machine code, which can run on a particular machine. Ex. C, C++, and Java.
  8. Interpreted Language: A language that is run one statement at a time by another program called an interpreter. Ex. Python, Javascript, C#.
  9. object-oriented language: Supports decomposing a program into objects.
  10. library: A set of pre-written functions that carry out common tasks, that a programmer can use to improve productivity.

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  1. Analysis: First step in the waterfall approach. Defines a program's goals.
  2. Design: The second step in the waterfall approach of SDLC. Defines specifics of a program.
  3. Implementation: The third step of the waterfall approach. Involves writing the program.
  4. Testing: The fourth step of the waterfall approach. Checks that the programs correctly meets the goals.
  5. interpreter: used to run a program's statements
  6. binary number: using base two numbers, 0 and 1
  7. Use Case: describes a singular goal of one user and briefly outlines how they will accomplish the goal
  8. class diagram: models the objects of a program
  9. sequence diagram: interaction between software components and order of events
  10. activity diagram: a flowchart of an activity (loop, function, etc.) within the program
  11. structural diagrams: UML diagrams used to design static elements of a pro- gram
  12. behavioral diagrams: UML diagrams used to design dynamic elements of a