Modules 1 and 2
Terms in this set (13)
A single instruction in a program
A statement that tells the computer when or how to do an instruction (e.g. Do Together or Do While)
A named collection of instructions that naturally belong together to do some thing/task (e.g., FreakOut).
The place where you describe/put the instructions that should be executed when this method is called (in Alice, each method definition is in a different "tab" in the program area).
The place in a program where you tell the computer to go execute a method (and it jumps to where that method is defined and then comes back).
The process of hiding the complexity or detail of an operation while still presenting its essential characteristics. Putting the many instructions that may carry out a given operation into a method with a name that represents the operation is an example of abstraction.
To tell the computer to do instructions you have given it. In Alice, this is also called "play".
A collection of instructions that humans write to tell a computer what to do. Can be made up of several methods.
Storyboard or plan
A written-down English description of something (an animation for now) you want to make Alice do.
a precise step-by-step series of instructions
the science of solving problems with a computer
An instance of a class
a template for an object; in Alice, these are the 3D objects that we can create instances of in our Alice worlds.
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