Intro to Computing: Program Structure
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Questions and Answers

A computer program is a set of instructions or commands given to a machine to perform a particular task.

True (A)

The primary goal of a computer program is generally not directed towards facilitating the solution of a problem.

False (B)

When creating a program the programmer defines a set of specifications which includes inputs, outputs, and resolution algorithms.

True (A)

The resolution algorithms are not required for obtaining outputs from the inputs during program development.

<p>False (B)</p> Signup and view all the answers

The program algorithm's design involves defining actions or instructions to solve a problem.

<p>True (A)</p> Signup and view all the answers

The instructions do not need to be written and stored in memory in the same order they will be executed.

<p>False (B)</p> Signup and view all the answers

A program can either be linear or circular.

<p>False (B)</p> Signup and view all the answers

A linear program is distinguished by executing instructions in a branched manner, involving decision-making and comparisons.

<p>False (B)</p> Signup and view all the answers

In algorithm design, instructions are commonly regarded as variables.

<p>False (B)</p> Signup and view all the answers

A program becomes nonlinear when its sequence is altered through branching instructions.

<p>True (A)</p> Signup and view all the answers

Instructions available are universally consistent across all programming languages.

<p>False (B)</p> Signup and view all the answers

Instructions for starting and stopping a program are essential components in most programming languages.

<p>True (A)</p> Signup and view all the answers

Assignment instructions are use to assign variable to a value within a program.

<p>True (A)</p> Signup and view all the answers

Reading instructions are generally used to read from storage rather than input.

<p>False (B)</p> Signup and view all the answers

Writing instruction in programming pertain to writing the results to a display.

<p>True (A)</p> Signup and view all the answers

A branching instructions marks the end of a linear execution of the program.

<p>True (A)</p> Signup and view all the answers

In assignment instructions, the expression A ← 95 assigns the value 95 to the variable A.

<p>True (A)</p> Signup and view all the answers

The instruction leer (NUMBER, HOURS, RATE) is used to write to a terminal or display values for the variables NUMBER, HOURS, and RATE.

<p>False (B)</p> Signup and view all the answers

Executing the instructions visualizar (100, 200, 300) would store the values 100, 200, and 300 in memory rather than displaying them as output.

<p>False (B)</p> Signup and view all the answers

The linear flow of a program is disrupted when a bifurcation is executed.

<p>True (A)</p> Signup and view all the answers

Bifurcations can only direct the flow of program forward, never backward.

<p>False (B)</p> Signup and view all the answers

Bifurcations in a program's flow are always executed unconditionally, without regard to a condition.

<p>False (B)</p> Signup and view all the answers

Conditional branching means that a branch always occurs regardless of any condition.

<p>False (B)</p> Signup and view all the answers

The instruction set available in a programming language are universal.

<p>False (B)</p> Signup and view all the answers

Unconditional branching always happens as the programs go through the instruction. Compliance is not needed for any condition.

<p>True (A)</p> Signup and view all the answers

Flashcards

¿Qué es un programa?

A set of instructions given to a machine to perform a specific task and achieve a certain end.

¿Qué es 'programación'?

The process of creating a sequence of actions that a computer can execute to solve a problem.

¿Cuáles son las partes de un Programa?

Input, the program (algorithm), and output.

¿Qué implica el diseño del algoritmo?

Defining actions or instructions to solve a problem, either during algorithm design or program coding.

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¿Cómo deben escribirse las instrucciones?

Actions or instructions that must be written and stored in memory in the order they should be executed.

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¿Qué es un programa lineal?

Instructions that execute sequentially without branches, decisions, or comparisons.

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¿Qué es un programa no lineal?

Occurs when the sequence is interrupted via branching instructions.

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Instrucciones 'De inicio/fin'

Instructions to start and end a program.

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Instrucciones 'De asignación'

Instructions that assign a value to a variable.

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Instrucciones 'De lectura'

Instructions that read data from an input device.

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Instrucciones 'De escritura'

Instructions that write data to an output device.

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Instrucciones 'De bifurcación'

Instructions that interrupt the linear flow of a program.

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¿Qué significa A ← 80?

The variable 'A' takes the value of 80 (A ← 80).

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¿Qué hace 'leer(NUMBER, HORAS, RATE)'?

Read from the terminal the values NUMBER, HOURS, and RATE, saving them into memory.

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¿Qué hace escribir(A, B, C) si A=100, B=200, C=300??

The values 100, 200, and 300, stored in variables A, B, and C, would be displayed on the screen or printer.

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¿Cuándo se interrumpe el desarrollo lineal?

The linear development of a program is interrupted when a branch is executed.

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¿Qué es 'Bifurcación incondicional'?

Branching always occurs whenever the program flow passes through the instruction, without needing any condition to be met.

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¿Qué es 'Bifurcación condicional'?

Branching depends on meeting a specific condition.

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Study Notes

  • The subject is an introduction to computing, covering general program structure.
  • The objectives are to define programs, establish their parts, and describe instruction types in programming languages.
  • The conceptual content includes programs, their constituent parts, and instruction types.

Programming Concept

  • A computer program consists of instructions given to a machine to execute a task.
  • Programs serve as a means to an end, typically solving problems using necessary information.
  • Programming is a problem-solving process that requires the programmer to determine a set of specifications.
  • Specifications include input, output, and resolution algorithms to deliver outputs from given inputs.

Program Constituent Parts

  • The key parts are Entry, Program and Exit.

Instructions and Instruction Types

  • Algorithm design, including actions or instructions for problem-solving.
  • Actions or instructions are written, then stored in memory in their execution order in sequence.
  • Programs can be linear, executing instructions sequentially without bifurcations or decisions.
  • Instructions in algorithms are known as actions.
  • Programs become non-linear when the execution order is interrupted by branching instructions.
  • Instruction types are dependent on the programming language.
  • Study focuses on basic actions applicable in any algorithm and supported across all languages.
  • Instruction examples:
    • Start/end.
    • Assignment.
    • Reading.
    • Writing.
    • Branching.

Assignment Instructions

  • A ← 80 will assign the value of 80 to the variable A.
  • After instructions A ←12, B ← A, and C ← B, variables A, B, and C will each contain the value 12.

Data Reading Instructions (Entry)

  • This reads data from an entry device.
  • The instruction "read (NUMBER, HOURS, RATE)" reads NUMBER, HOURS, and RATE values from a terminal and stores them in memory.
  • Inputting "12325, 32, 1200" assigns these values to the respective variables.

Result Writing Instructions (Entry)

  • These are written to a exit device.
  • Printing values 100, 200, and 300, held by variables A, B, and C, displays or prints these values.

Branching Instructions

  • Linear program development is interrupted when a branching instruction is executed and can branch forward or backwards.
  • Branching in a program flow occurs conditionally.
  • Unconditional branching always occurs when program flow passes the instruction, regardless of any condition.
  • Conditional branching follows one of two actions.
  • If a condition is met, action F2 goes ahead , otherwise F1 goes ahead.

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Description

Explore the foundational elements of computer programs, including their structure and the types of instructions they contain. Understand how programs serve as a roadmap for computers to execute tasks. Discover the key components that constitute a program and their role in problem-solving.

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