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CSP - 1.1 Key Terms
Terms in this set (40)
Maintains a running total.
Stores a list of values built up over time and remembers separate individual values.
A method of software development that emphasizes frequent client input to produce better end products.
A step-by-step procedure, like a recipe, but often involving decisions.
Keeps track of a record best or worst and updates when a new record best or worst has been reached.
Evaluates to either true or false; used in the conditional of an if-structure.
Part of a program that causes an error or undesired output.
Central Processing Unit (CPU, or core)
The part of the computer that executes one instruction at a time.
Instructions in a program.
The Boolean expression in an if-structure that is evaluated to determine which branch of code to execute.
The process of figuring out why code doesn't behave as expected and eliminating bugs to make it work as desired.
Keeping details (like data and procedures) together in one part of a program so that programmers working on other parts of the program don't need to know about them.
A "trigger" from the user or from a program that causes a specific part of the program to execute.
A piece of code that responds to an event.
To run a program or a single instruction.
Stores a value that will not change over the course of the entire program.
Evaluates a Boolean expression and executes some code if the expression is true (and possibly other code if it is false).
Data that is used by a program.
Integrated Development Environment (IDE)
Provides a developer with a way to create a program, run the program, and debug the program all within one application.
Repeating a step-by-step procedure several times; also used to refer to single execution of that repetitive procedure.
The parts of computer that can store data or instruction, including volatile memory (lost when the computer is turned off) and non-volatile memory (retained when the computer is turned off).
Information about a program or data file, including date created and author information.
A set of instructions grouped together to do something to or with an object.
An instruction to use a method.
A group of instructive code that exists as an independent unit, which is easy to use with other code as needed.
Most Recent Variable
Stores user input or stores information about a program's state that changes unpredictably.
One-way Flag Variable
Stores whether a condition has been true yet; reset before iteration and possibly raised during iteration.
The effect that a program has on its environment.
A prioritized list of user stories, showing both short- and long-term goals of a software development team.
An outline of the basic ideas behind how algorithms will work.
A set of instructions. In Scratch a script is a single stack of blocks belonging to one sprite or to the stage.
A graphics object that can be moved on top of or behind a background.
Data that describes everything about how a program exists at a given time; a snapshot of a program.
Shows the ways that a program could progress from each state to other states.
A variable that counts in an arithmetic sequence, usually counting by ones starting at 0 or 1.
Precise rules defining how the letters, words, and punctuation of a programming language are required to be used together.
One method of determining the strength of artificial intelligence, in which a human tries to decide if the intelligence at the other end of a text chat is human.
Describe why a variable is being used in a program.
Stores one item from a list at a time during iteration.
A method of software development that emphasizes completing each stage of the design process before beginning the next stage.
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