Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

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

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.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
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

KS3 - Mobile Apps

Year 8 - KS3 - Mobile App Development

TermDefinition
Object Any item on the app screen for example a text label or a button​
Identifier (ID) The unique name given to each object within the app​
Text Label A small amount of text used on the app screen
Button A pressable object on the screen usually used as a trigger for an event
Trigger Something to start an event like a button click or keypress
Mobile App A program that runs on a mobile device
Variable A value in memory that is used to store values that could change​
Sequence When a program runs in order, one instruction after another​
Selection The process of making a decision determining which path the program will take next.​
Iteration Repeating instructions or code
IF-ELSE allows you to do one thing if something happens and another if it doesn’t​
Event Something that happens when there is a trigger such as a mouse click or key press​
Analysis​​ Look at the initial problem, generate ideas and break it down to plan a solution​​
Design​​ Sketches, rough drafts and creating assets for the product​​
Implementation​​ Making and coding the actual app​​
Testing​​ Making sure everything works correctly​​
Evaluation​​ Reviewing your completed product and looking for improvements​​
Test Table A special list of planned tests used to make sure everything works correctly
Decomposition Breaking down a problem into smaller chunks
Success Criteria A list of things to include to make sure something is good/successful
input box A text box which allowed user input
Triggered When something is activated or runs
Console A log of events from an application
Identifier A unique name given to objects in an app
If-Else statement Allows a program to do different actions based on a condition
Created by: weirdog
Popular Computers sets

 

 



Voices

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:
Retries:
restart all cards