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Computing

The document outlines the basics of computing, programming, and debugging, covering procedural programming concepts, control structures, data structures, and object-oriented programming. It explains key terms such as functions, classes, encapsulation, and methods including constructors, destructors, getters, and setters. Each unit provides foundational knowledge essential for understanding how to write and execute computer programs effectively.

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EDWIN THUNGARI
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0% found this document useful (0 votes)
8 views3 pages

Computing

The document outlines the basics of computing, programming, and debugging, covering procedural programming concepts, control structures, data structures, and object-oriented programming. It explains key terms such as functions, classes, encapsulation, and methods including constructors, destructors, getters, and setters. Each unit provides foundational knowledge essential for understanding how to write and execute computer programs effectively.

Uploaded by

EDWIN THUNGARI
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Compile – reading over code and looking for errors in the way it was written.

Run – when the program is actually executed.

Introduction to Computing
Unit 1: The Basics of Computing
Computing – the basic principles of working with computers.
Programming – the general workflow of writing and running programs.
Debugging – the process of finding and fixing errors in your programs.

Unit 2: Procedural Programming


Procedural Programming – the general idea of writing sequences of instructions for the computer
to perform.
Variables – Creating and modifying data in our programs.
Logical operators – Establishing the truth or falsehood of relationships among variables in our
programs.
Mathematical Operators – Using arithmetic operators (addition, multiplication, etc.) to modify
the values of variables in our programs.

Unit 3: Control Structures


Control Structures – the general idea of lines of code that can control other lines of code.
Conditionals – Lines of code (called if statements) that check logical expressions to see if certain
code blocks should run.
Loops – Lines of code that instruct the computer to repeat a block of code until some condition is
met.
Functions – Miniature programs within a larger program, each with their won input, code, and
output.
Exception Handling – Lines of code that instruct the computer how to fail gracefully when errors
are encountered.

Unit 4: Data Structures


Data Structures – the general idea of data types more complex than individual letters and
numbers.
Strings – ordered series of characters that often represent natural human language.
Lists – Ordered series of other kinds of data, collected under one variable name and accesses via
numeric indices.
File input/output – writing a program’s data to a file so it can later be reloaded after the program
is close and reopened.
Dictionaries – Pairs of keys and values collected under one variable name, like lists with non-
numeric indices.

Unit 5: Objects & Algorithms


Objects: Creating and using custom data types so our programs can reason about the world the
way we do.
Algorithms – Complex sequences of instructions that transform data or generate useful
conclusions.

Chapter 1.3: Debugging

Procedural Programming – giving instruction


Function
- A segment of code that performs a specific task

Object – oriented programming


- Where programmers define custom
Object-Oriented Programming
- A programming paradigm where programmers define custom data types that have custom
methods embedded within them
Classes
- A custom data type comprised of multiple variables and/or methods
Encapsulation
- The ability to combine variables and methods into class definitions in object-oriented
programming. It helps avoid modification or misuse of data by other functions or
programs.
Constructor
- A common type of method in writing classes that specifies some code to run whenever a
new instance of the class is created. The constructor often has parameters that provide
values to the variables defined by the class.
Destructor
- A special method called automatically during the destruction of an object
Getters
- A common type of method in writing classes that returns the value of a variable
contained within the class
Setters
- A common type of method in writing classes that sets a variable contained within the
class

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