Exercises

  1. 1.4 Fill in the blanks in each of the following statements:

    1. The logical unit of the computer that receives information from outside the computer for use by the computer is the           .

    2. The process of instructing the computer to solve a problem is called           .

    3.            is a type of computer language that uses English-like abbreviations for machine-language instructions.

    4.            is a logical unit of the computer that sends information which has already been processed by the computer to various devices so that it may be used outside the computer.

    5.            and            are logical units of the computer that retain information.

    6.            is a logical unit of the computer that performs calculations.

    7.            is a logical unit of the computer that makes logical decisions.

    8.            languages are most convenient to the programmer for writing programs quickly and easily.

    9.            The only language a computer can directly understand is that computer’s           .

    10.            is a logical unit of the computer that coordinates the activities of all the other logical units.

  2. 1.5 Fill in the blanks in each of the following statements:

    1.            initially became widely known as the development language of the UNIX operating system.

    2. The            programming language was developed by Bjarne Stroustrup in the early 1980s at Bell Laboratories.

  3. 1.6 Fill in the blanks in each of the following statements:

    1. C++ programs normally go through six phases—          ,           ,           ,           ,            and           .

    2. A(n)            provides many tools that support the software development process, such as editors for writing and editing programs, debuggers for locating logic errors in programs, and many other features.

  4. 1.7 You’re probably wearing on your wrist one of the world’s most common types of objects— a watch. Discuss how each of the following terms and concepts applies to the notion of a watch: object, attributes, behaviors, class, inheritance (consider, for example, an alarm clock), modeling, messages, encapsulation, interface and information hiding.

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