Programming Terminology

Address       A specific location in memory.


API           Application Programming Interface. Set of functions
              or routines to access features of an OS or system.
              
Arguement     A value needed for a subroutine or function.


Array         A list of values with the same variable name.
              e.g. Names$(20) = A list of 20 people's names.


Assembly      Machine code instructions represented with mnemonics
              for each instruction for easy reading.
              
Binary        A base 2 number system using characters 0,1.
              Also refers to compiled program files.


Buffer        An area of memory reserved to store data.


Byte          A value containing either unsigned value (0-255)
              or an signed value (-127 to 128). Character values
              are usually Bytes.


Concatenation Process of joining one or more strings to make another string.


Condition     A check for equality or less/greater between values.
              E.g. =, <> or !=, <, >, <=, >=
							
Character     Can be any printable digit, letter, symbol or other
              characters. See ASCII table for available characters.

Class         A group of variables and subroutines (methods).

Comment       A remark by the programmer to explain some part of the code.

Compile       Process to convert source code into executable object code.

Condition     An Expression that evaluates to true or false e.g A=5, B<6, D>=4
														
Constant      A name of a value that never changes.
              e.g. PI is always 3.14

Counter       A variable which is incremented or decremented 
              in a loop. e.g. FOR..NEXT
														
Decision      A condition in a program to execute one set
              of instructions if it true or another set if
              it is false. E.g. IF..THEN..ELSE

Declaration   An instruction to inform the format of a variable etc.
              E.g. Integer, Floating Point, String etc.

Directives    Special instructions for the compiler's use only and not
              included in the program itself.

Event         A specific action accures such as a timed event
              or a user pressing the mouse or selecting a menu option.
							
Expression    A series of values, operators and functions to
              produce a result. E.g. 5 * 6 + 10
						
Floating Point A decimal value e.g. 10.5, 1.7, 1034.0

Flowchart     A diagram to show instructions and the flow from
              one instruction to the next using boxes and lines.
							
Function      One or more program instructions which will 
              eventually return a result.
              E.g. SQR(9) function with return a 3.

Gadget        An icon or button on a Window or Screen.

Hexademcimal  A base 16 number system using characters 0-9,A-F.

Include       Another program file which may contain lists of
              constants, functions and subroutines needed for
              the program.

Index         The nth item of an array.
              E.g. Names$(10) is the 10th item of Names array.

Inheritance   A case where a class can inherit or access data and methods
              of its parent class.

Instance      An instance of a class is an area of memory to hold data
              in a given class' format.For example, an Astra is an
              instance of the Car class.

Integer       A whole number e.g. 1,2,3,4,5.
																										
Iteration     A counted loop of program instructions.
              e.g. A FOR loop.

Interpret     Process when a program is run that each instruction is
              converted to machine code when each line is to be executed.
              Does not require compiling before running e.g. Arexx, Basic
							
Library       A collection of functions and subroutines which can be called
              from a program such as AmigaOS Libraries and Window's DLLs.
              Libraries can be linked to a program or shared between programs.

Linked List   A list of values linked by special pointers to the
              next item in the list.

Linking       Process to combine compiled object code with operating system
              supplied libraries and startup code to produce a self-contained
              executable program.
														
Loop          A list of program instructions repeated either
              with a count or a condition.
              e.g. FOR..NEXT, DO WHILE, DO..UNTIL loops 

Machine Code  A Program written in the processor's native language.
              Contains a list of numbers to represent instructions and data.

Menu          A method to allow a user to select a task from a list.
              
Method        A subroutine for used to process data in a given class.

Mnemonic      A 'English' representation of a assembly instruction.
              E.g. LD = Load, JMP = Jump, BE = Branch if Equal
               
Object        An object can be anything, a vehicle, a car, a person, a shape,
              an account. It can be anything. Objects can be 'members' of
              other objects e.g. a car is a member of vehicles.

Object code   A compiled program but not yet linked to libraries or added
              startup code (see C).

Object Orientated   A programming methodology which combines subroutines
              and variables together into classes with a common purpose.
              E.g. Account class has a Opening balance, Account number,
              Current balance and can be Opened, Closed, Debited or
              Credited to.

Octal         A Base 8 number system.
							
Operator      A simple function on one or more values.
              E.g. + (add), - (subtract), * (multiply), / (divide)
              ^ (power).
							
Parameter     A  value needed for a subroutine or function.

Pointer       A variable which points to an address in memory
              and can be updated to point to neighbouring addresses.
							
Program       A set of instructions to perform a given task.
              e.g A game, a database, Word processor etc.

Prototype     The syntax of a function or subroutine call including format
              of any parameters required.

Pseudo Code   A method in which program logic is written down using
              English like commands instead of a specific programming language.
							
Queue         A list of items that are added at one end and removed
              from the other.
							
Screen        A workspace on the display to show windows and applications.
              Workbench is an example of a screen.

SDK           Software Development Kit. Set of programs, tools, tutorials,
              documentation and sample code to help develop programs
              for a given system.
																					
Sequence      A list of program instructions run one after another.

Source code   A collection of files when compiled produces a program.

Stack         A list of values that are added and removed from the top only.

String        A series of character values e.g. John, Bicycle, 01422 556780

Structured    A program which is split into subroutines and functions each
              with a specific purpose.

Subprogram    See subroutine.

Subroutine    A seperate group of instructions to perform a specific
              process or function within a program which may be called
              one or more times.

Substring     Process to extract part of string from a string.

Syntax        Format of command e.g. FOR var=first TO last [STEP n]

Threading     A technique where two or more routines are split off and run at 
              the same time. Possible to do in some languages such as C, Java.

							
Variable      A location in memory to store a number or a string.

Window        A portion of the screen to display information in text or
              graphical format.