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| Term | Definition |
|---|---|
| Bug | A flaw in a computer program that causes the program to produce an incorrect result or behavior. |
| Debug: | To identify bugs or errors in computer hardware or programs and fix them. |
| Increment: | To increase the value of a numeric variable by a set amount |
| Live programming: | A programming environment where updates to a program during development automatically appear on the connected testing device. |
| Compiler: | A program that translates instructions or code into a language that can be read and understood by a computer. |
| Issues in a program’s code | Compilation error |
| Sprite: | Graphic object that may be moved on-screen or otherwise manipulated. |
| Variable: | A placeholder in a device’s memory that stores a value a program is using. |
| Data type: | The type of information stored in a variable. Common data types are Number, String, and Boolean. |
| Initialize | To assign a variable its initial, or first, value. |
| Trace table: | A chart used by programmers to keep track of the values of variables in their program. |
| Trace an algorithm | The process of following the flow of an algorithm step-by-step to make sure it works correctly. |
| Assignment statement | A line of code that assigns a value to a variable. |
| Pixel: | Any one of the very small dots that together form the picture on a digital screen. The word pixel is short for picture element. |
| Declare: | To create a variable in a program and give it a name. |
| Global: | A keyword used when declaring a variable. “Global” makes the variable available to all the blocks in the program. |
| Scope of a variable: | The part of a program where a variable is visible and can be used by the code. |
| Design brief | A written plan that identifies a problem, its criteria, and its constraints. The design brief is used to encourage thinking about all aspects of a problem before attempting a solution. |