Term | Definition |
code | program instructions |
commands | an instruction to a computer or a device to perform a specific task |
computing | using a computer to complete a task |
computer | a device that can store, retrieve, manipulate, and process data to produce an outcome |
degrees | the amount you can rotate something in a program |
karel | the name of the dog that is used to teach programming concepts; named after old Czech writer |
semicolon | used a lot in computer programming to finish an instruction |
world | the area where Karel lives and can move and perform tasks in |
function | a way to teach karel a new word; breaks down programs into smaller parts and makes programs easier to understand |
calling a function | causing the action to actually happen |
curly bracket | what holds the code in the function body |
function body | the code in between the curly brackets |
pseudocode | a simplified computer language |
decomposition | breaking down a problem into smaller tasks |
top down design | a design process that starts with the most complex idea at the top and works its way down to the simplest details |
defining a function | defining what will happen when you type the command |
multi line comments | a note that spans across single lines before a function explaining what happens |
single line comments | a note that only takes up one line before a function explaining what happens |
precondition | what assumptions we make and what must be true before the function is called |
postcondition | what should be true after the function is called |
super karel | a more advanced karel that is able to respond to more commands |
avenue | the columns in karel's world |
street | the rows in karel's world |
comments | a way for you to leave notes in plain english so other people can understand it |