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Algorithm
A step-by-step procedure for solving a problem or accomplishing a task
Variable
A named storage location in memory that holds a value; can change during program execution
Array
An ordered collection of elements stored in contiguous memory; accessed by index; fixed size
Loop
Code that repeats execution; types: for loop (known iterations), while loop (condition-based)
Function
A reusable block of code that performs a specific task; takes inputs (parameters), returns output
Conditional Statement
Code that executes based on a condition; if/else/else if; controls program flow
Boolean
A data type with only two values: true or false; used in conditions and logic
String
A sequence of characters (text); immutable in many languages; enclosed in quotes
Integer
A whole number data type; no decimal point; positive, negative, or zero
Binary
Base-2 number system using 0s and 1s; how computers store all data
Big O Notation
Describes algorithm efficiency; O(1) constant, O(n) linear, O(n²) quadratic, O(log n) logarithmic
Stack
LIFO data structure (Last In, First Out); push adds, pop removes; like a stack of plates
Queue
FIFO data structure (First In, First Out); enqueue adds, dequeue removes; like a line of people
Linked List
Data structure where each element points to the next; dynamic size; no contiguous memory required
Hash Table
Key-value data structure; O(1) average lookup; handles collisions; used in dictionaries/maps
Binary Tree
Tree where each node has at most 2 children; binary search tree: left < parent < right
Recursion
A function that calls itself; needs a base case to stop; used for trees, fractals, divide-and-conquer
Sorting Algorithms
Bubble sort O(n²), merge sort O(n log n), quick sort O(n log n) avg; organize data in order
Binary Search
Efficient search on sorted data; divides in half each step; O(log n) time complexity
Object-Oriented Programming
Programming paradigm using objects with properties and methods; classes, inheritance, encapsulation, polymorphism
Class
A blueprint for creating objects; defines properties (attributes) and methods (behaviors)
Inheritance
A class can inherit properties and methods from a parent class; promotes code reuse
API
Application Programming Interface; defines how software components interact; request/response pattern
HTTP Methods
GET (retrieve), POST (create), PUT (update), DELETE (remove); used in web APIs
Database
Organized collection of data; SQL (relational tables) vs NoSQL (documents, key-value, graph)
Git
Version control system; tracks code changes; commands: commit, push, pull, branch, merge
Compiler vs Interpreter
Compiler: translates entire program before running; Interpreter: translates line by line during execution
Bug
An error in code; syntax error (won't compile), logic error (wrong result), runtime error (crashes)
Testing
Verifying code works correctly; unit tests (individual functions), integration tests (components together)
Time Complexity
How running time grows with input size; constant O(1) < logarithmic O(log n) < linear O(n) < quadratic O(n²)

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