Busy. Please wait.
Log in with Clever

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever

Username is available taken
show password

Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.

Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
Didn't know it?
click below
Knew it?
click below
Don't Know
Remaining cards (0)
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how


CSE test

Accumulator Variable Maintains a running total.
Aggregator Variable Stores a list of values built up over time and remembers separate individual values.
Agile Design A method of software development that emphasizes frequent client input to produce better end products.
Algorithm A step-by-step procedure, like a recipe, but often involving decisions.
Best-so-far Variable Keeps track of a record best or worst and updates when a new record best or worst has been reached.
Boolean Expression Evaluates to either true or false; used in the conditional of an if-structure.
Bug Part of a program that causes an error or undesired output.
Central Processing Unit (CPU, or core) The part of the computer that executes one instruction at a time.
Code Instructions in a program.
Conditional The Boolean expression in an if-structure that is evaluated to determine which branch of code to execute.
Debugging The process of figuring out why code doesn’t behave as expected and eliminating bugs to make it work as desired.
Encapsulation Keeping details (like data and procedures) together in one part of a program so that programmers working on other parts of the program don’t need to know about them.
Event A “trigger” from the user or from a program that causes a specific part of the program to execute.
Event Handler A piece of code that responds to an event.
Execute To run a program or a single instruction.
Fixed Variable Stores a value that will not change over the course of the entire program.
If-structure Evaluates a Boolean expression and executes some code if the expression is true (and possibly other code if it is false).
Input Data that is used by a program.
Integrated Development Environment (IDE) Provides a developer with a way to create a program, run the program, and debug the program all within one application.
Iteration Repeating a step-by-step procedure several times; also used to refer to single execution of that repetitive procedure.
Memory The parts of computer that can store data or instruction, including volatile memory (lost when the computer is turned off) and non-volatile memory (retained when the computer is turned off).
Meta-information Information about a program or data file, including date created and author information.
Method A set of instructions grouped together to do something to or with an object.
Method Call An instruction to use a method.
Modular Code A group of instructive code that exists as an independent unit, which is easy to use with other code as needed.
Most Recent Variable Stores user input or stores information about a program’s state that changes unpredictably.
One-way Flag Variable Stores whether a condition has been true yet; reset before iteration and possibly raised during iteration.
Output The effect that a program has on its environment.
Product Backlog A prioritized list of user stories, showing both short- and long-term goals of a software development team.
Pseudocode An outline of the basic ideas behind how algorithms will work.
Script A set of instructions. In Scratch a script is a single stack of blocks belonging to one sprite or to the stage.
Scrum The most common framework for Agile Development.
Sprint Task List A list of small specific tasks to be completed during the current sprint in the scrum method of software development.
Sprite A graphics object that can be moved on top of or behind a background.
State Data that describes everything about how a program exists at a given time; a snapshot of a program.
State Diagram Shows the ways that a program could progress from each state to other states.
Stepper Variable A variable that counts in an arithmetic sequence, usually counting by ones starting at 0 or 1.
Syntax Precise rules defining how the letters, words, and punctuation of a programming language are required to be used together.
Turing Test One method of determining the strength of artificial intelligence, in which a human tries to decide if the intelligence at the other end of a text chat is human.
User Stories Plain-language description of a user’s need for the software under development, usually phrased as “(who) wants to (do what within the software) so that they can (do what in real life)”.
Variable Roles Describe why a variable is being used in a program.
Walker Variable Stores one item from a list at a time during iteration.
Waterfall Design A method of software development that emphasizes completing each stage of the design process before beginning the next stage.
Created by: sudo3432
Popular Engineering sets




Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
restart all cards