AP Comp Unit 3 & 5 Vocab
Terms in this set (44)
a precise sequence of instructions that can be executed by a computer
High level programming language
A programming language with many commands and features designed to make common tasks easier to program. Any high level functionality is encapsulated as combinations of low level commands
Low level programming language
a programming language that captures only the primitive operations available to a machine. Anything that a computer can do can be represented with combinations of low level commands
to repeat in order to achieve, or get closer to, a desired goal
a generic term for a type of programming statement (usually an if-statement) that uses a Boolean condition to determine, or select, whether or not to run a certain block of statements
putting commands in correct order so computers can read the commands
a method of programming in which two programmers write code using a single computer. One programmer in the "driver" role uses the mouse and keyboard to actually write the code while a second acts as a "navigator", keeping track of the big picture, catching errors, and making suggestions. programmers switch roles frequently and communicate throughout the process.
a classic method for learning programming with commands to control movement and drawing of an on-screen robot called a "turtle". The turtle hearkens back to early implementations in which children programmed a physical robot whose dome-like shape was reminiscent of a turtle.
a simplified representations of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
a named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs
top down design
a problems solving approach (also known as step wise design) in which you break down a system to gain insight into the sub-systems that make it up.
API (Application Parameter Interface)
a collection of commands made available to a programmer. A well-documented library of functions provided in a programming language that helps to simplify complex programming tasks.
a description of the behavior of a command, function, library, API, etc
a base-16 number system that uses sixteen distinct symbols 0-9 and A-F to represent numbers from 0 to 15.
a collection of commands / functions, typically with a shared purpose
an extra piece of information passed to a function to customize it for a specific need
loops that have a predetermined beginning, end, and increment (step interval).
the action of doing something over and over again
a function specified as part of an event listener; it is written by the programmer but called by the system as the result of an event trigger
an action that causes something to happen
a program designed to run blocks of code of functions in response to specified events
an overarching term for the coding tasks involved in making a program respond to events by triggering functions
a command that can be set up to trigger a function when a particular type of event occurs on a particular UI element
on-screen objects, like buttons, images, text boxes, pull down menus, screens, and so on
the visual elements of program though which a user controls or communicates with the application. Often abbreviated UI.
finding and fixing problems in an algorithm or program
all values in a programming language have a "type" 0 such as a Number, Boolean, or String - that indicates how the computer will interpret it. ( 7+5 is interpreted differently from "7" + "5")
any valid unit of code that resolves to a value
a placeholder for a piece of information that can change
a variable whose scope is "global" to the program, it can be used and updated by any part of the code. Its global scope is typically derived from the variable being declared (created) outside of any function, object, or method.
the common programming structure that implements "conditional statements".
a variable with local scope is one that can only be seen, used and updated by code within the same scope. Typically this means the variable was declared (created) inside a function -- includes function parameter variables.
dictates what portions of the code can "see" or use a variable, typically derived from where the variable was first created.
to link togetehr or join. typically used when joining together text Strings in programming (e.g. "Hello, " +name)
Any sequence of characters between quotation marks (ex: "hello", "42", "this is a string!").
statements that only run under certain conditions
a single value of either TRUE or FALSE
in programming, an expression that evaluates to True or False
a programming construct used to repeat a set of commands (loop) as long as (while) a Boolean condition is true
Models and Simulations
a program which replicates or mimics key features of real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life
a generic term for a programming data structure that holds multiple items
a value sent back by a function to the place in the code where the function was called from - typically asking for value or the result of a calculation or computation of some kind. Most programming languages have many built-in functions that return values, but you can also write your own