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CSP Lesson 1 old
Lesson 1
Term | Definition |
---|---|
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. |