ECS 1-3
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77 terms
Terms | Definitions |
|---|---|
follows instruction to perform a task | This is what a computer device does... |
program | this a set of instructions that the computer follows |
algorithm | this is a set of well-defined logical steps that must be taken in order to perform a task |
machine language | this is the only language that a computer understands |
binary | this is a number that consists of only 1's and 0's |
a programming language | a program written in this is much easier for people to understand than a program written in machine language |
complier | this translates a program into machine language |
key words | these are the words that make up a programming language |
syntax | this is a set of rules that must be strictly followed when writing a program |
syntax error | if a program contains even one of these, it cannot be translated into an executable program |
object tree | this is the part of the Alice environment that holds a list of all the objects in the world |
properties | each object in an Alice world has these, which are values that specify the object's characteristics |
methods | this is a set of programming statements that an object can execute |
class | this is a description of a particular type of object; you can think of it as a blueprint that objects may be created from |
instance of a class | in programming terminology, this is what objects are called |
bounding box | this is a yellow box that appears around an object to indicate that it is selected |
details panel | this is the part of the Alice environment where an object's properties are displayed |
six | this is how many degrees of freedom objects in a 3D world have |
center point | this is what an object turns around when you rotate it |
forward | when an object is selected you see three axes displayed in or near the object, which indicate the objects orientation. This is the direction in which the blue axis points. |
primitive methods | this what all objects in an Alice world have |
first- direction, second- distance/amount | the primitive move method requires two arguments. What are they? |
calling the method | when programmers execute a method, which is what they commonly say they are doing.. |
argument | this is a piece of information that a method requires in order for it to execute |
custom | this is a method that only objects of a specific class have |
camel Case | this is the naming convention in which monkeySee is written |
Pascal Case | this is the naming convention in which WhiteRabbit is written |
camel Case | this is the naming convention in which object names and method names should be written |
Pascal Case | this is the naming convention in which class names are written |
pseudocode | this is a way of writing out the steps of an algorithm in English |
flowchart | this is a graphical diagram that depicts the steps in a diagram |
logical error | this is a mistake that does not prevent the program from running, but causes it to produce incorrect results |
comment | this is a note of explanation that is inserted into a program |
Do together | this is a structure that causes a group of instructions to be executed simultaneously |
Do in order | this is a structure that causes a group of instructions to be executed in the order that they appear inside the structure |
a method | This is what a local variable belongs to |
the variables type is number | What is meant when the characters 123 appear on a variable tile? |
set instruction | This type of instruction changes the contents of a variable |
a variable assignment | This is what an instruction that set s a variable to a value is often called. |
a function returns a value back to the instruction that called the function | This is the difference between a method and a function |
ask user for a number | This world function allows the user to enter a number, and returns that number |
distance to | This primitive function returns the distance from one object's center point to another object's center point. |
* | This symbol is used as the multiplication operator in most programming languages |
ask user for a string | This world function allows the user to enter a string, and returns that string. |
string concatenation | This is what joining two strings is also known as |
join a with b | What world function do you use to join two strings? |
the what as a string function | What world function do you use to convert a non-string object to a string? |
computer | a device that follows instructions for manipulating and storing data |
speed slider control | how do you control the speed at which a world is played |
world view window | what part of the Alice environment displays a view of the world, as seen through the camera? |
tile | graphical building blocks, into an editor fully functional programming statements that you can easily customize |
color property and opacity | what is the name of the property that determines an objects color? what is the name of the property that determines whether you can see through an object? |
class | a description of a particular type of object, written in programming statements |
classes | what is stored in the Alice galleries |
scene editor mode | when you click the "add objects" button, what mode does Alice go into? |
object, its lowercase | In an Alice world, would the word dog be the name of a class, or the name of an object? how can you tell? |
detail panel | in what area of the alice environment do you select an objects properties |
up and down button | which mouse mode button is not displayed when in quad view mode? |
Pascal Case | what naming convention are class names written |
camel Case | what naming convention should you use for object names? for method names? |
variable | a storage location that is represented by a name |
string | a sequence of characters |
local variable | belongs to a specific method. It can be used only by the method the variable belongs to. When a method stops executing, it cease to exist in memory. |
Parameter variables | variable is used to hold an argument that is passed to a method when the method is called. |
Class-level variables | like a property that belongs to a specific object |
World-level variables | A world -level variable is like a property that belongs to the world. |
name | must be unique within method, must be meaningful, must use camelCase convention |
function returns a value back to the instruction that called it, and a method does not. | The difference between a function and a method |
Ask User Functions | When asking the user for a value, you must use the World's |
proximity | These functions return values indicating the object's proximity to other objects |
size | return values pertaining to the size of the object |
Spatial relation | return values indicating the object's position relative to other objects |
dot notation | commonly used by object oriented programming languages to distinguish an object from its methods, properties, functions, etc. |
move to | moves centerpoint of object to centerpoint of second object (this one is passed as an argument) |
orient to | aligns axes of object so that all three point in the same directions as the axes of the second object (passed as an argument) |
point at | object is tilted so that is forward axis is aiming at the second object's center point (passed as an argument) |
set point of view to | makes location and orientation of object match the location and orientation of second object. |
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