Data Types
1. Boolean: A data type representing logical true or false values.
2. integer: A data type representing whole numbers, without fractional parts.
3. double: A commonly used floating-point data type, often providing higher precision than a 'float'.
4. floating point: A data type representing numbers with fractional parts.
5. string: A data type representing a sequence of characters.
6. nothing data type: A special value used in some programming languages to indicate a missing or
uninitialized value.
7. constant: A data item whose value cannot change during the program's execution.
8. variable: A data item whose value can change during the program's execution.
9. data type: A classification of data that dictates how it can be used and the operations that can be
applied to it.
10. mantissa exponent: The two integer parts used to represent a floating-point value.
11. precision: The level of detail or accuracy in a floating-point value.
Operators and Expressions
12. operator: A symbol that performs an action on one or more operands.
13. operand: A value acted upon by an operator.
14. expression: A valid sequence of operands and operators that evaluates to a value.
15. evaluation: The process of computing the result of an expression.
16. assignment: Changes the value of a modifiable variable.
17. Rvalue: The value on the right-hand side of an assignment.
18. Lvalue: The modifiable variable on the left-hand side of an assignment.
19. modulus: The remainder from integer division.
20. integer division: Division that discards any remainder.
21. precedence: The order in which operators are evaluated.
22. associativity: The direction operators are evaluated when they have the same precedence.
23. unary operation: An operation with one operand.
24. unary negative: Negates a value.
25. unary positive: Represents a positive value (often does nothing).
26. parentheses: Used to change the order of evaluation.
Control Structures
27. iteration control structures: Loops like `while`, `for`, `do while`.
28. flag concept: A variable used to track a condition in control structures.
29. decision symbol: A diamond in flowcharts showing a choice point.
Functions and Modularization
30. function: A reusable block of code.
31. function definition: Code that specifies what the function does.
32. function prototype: Declaration of a function's name, return type, and parameters.
33. function call: The act of using a function in a program.
34. modularization: Dividing a program into smaller parts (like functions).
Programming Environments and Tools
35. Integrated Development Environment (IDE): A software suite for coding.
36. text editor: Used for writing plain-text source code.
37. pre-processor: Initial compiler step to prepare code.
38. Version control: Tracks and manages changes to code.
Software Development Concepts
39. Program Plan: Outlines a program's purpose and design.
40. pseudocode: A human-readable logic plan for code.
41. flowchart: A diagram that shows program flow using symbols.
42. flow lines: Connect symbols in flowcharts.
43. Systems Development Life Cycle (SDLC): Steps in developing software.
44. model checking: Testing logic/model before coding.
45. code checking: Testing actual code for correctness.
Miscellaneous Programming Concepts
46. identifier name: A name given to program elements like variables or functions.
47. comment: A line in the code meant for humans, ignored by the compiler.
48. warning: Compiler alert about possible issues.
49. machine dependent: Code or behavior that varies by hardware.
50. portability: How easily a program runs on different systems.
51. Usability: How user-friendly and efficient a program is.