Java Games: Flashcards, matching, concentration, and word search.

MS Computer Science Activity 1

Review of Chapter 1

AB
AlgorithmAn ordered set of instructions that are used to carry out a task.
Algorithmic ThinkingThe process of solving problems using a series of steps.
Assignment StatementA line of code that assigns a value to a variable.
Boolean LogicA form of mathematics in which an expression is reduced to either True or False.
BugA flaw in a computer program that causes the program to produce an incorrect result or behavior.
CompilerA program that translates instructions or code into a language that can be read and understood by a computer.
Compilation ErrorIssues in a program’s code.
Computer ScienceThe science of creating artifacts and solving problems using the help of a computer. Some of the areas of focus include software engineering, programming, data analysis, algorithms, graphics, and animation.
Conditional StatementA command that performs different actions depending on whether a condition is true or false.
Controller LayerThe layer of an app that contains the program that tells the app how to behave.
Data TypeThe type of information stored in a variable. Common data types are Number, String, and Boolean.
DeclareTo create a variable in a program and give it a name.
DecomposeTo break a problem down into smaller pieces.
DebugTo identify bugs or errors in computer hardware or programs and fix them.
Design BriefA written plan that identifies a problem, its criteria, and its constraints. The design brief is used to encourage thinking about all aspects of a problem before attempting a solution.
Design ProcessA systematic, problem-solving strategy that designers follow to come up with a solution to a problem.
DriverThe person who writes the code in a computer program when two programmers are working together.
EmulatorA simulator that imitates a program or events.
End UserA representative consumer for whom a hardware or software product is designed.
ErrorAn incorrect result produced by a computer program.
EventAn action or occurrence that happens during runtime that will trigger a response or behavior by the software. Examples of events include user-initiated events, such as clicking a button, or external events, such as the device receiving an SMS text message.
Event-driven ProgrammingType of computer programming where the program responds to an input (or trigger).
Event HandlerA block of code that is triggered when a certain event happens.
FlowchartA diagram that represents an algorithm, work flow, or process, and uses geometric symbols connected by arrows to show the direction of the flow of action.
GlobalA keyword used when declaring a variable. “Global” makes the variable available to all the blocks in the program.
IncrementTo increase the value of a numeric variable by a set amount.
Incremental ApproachAn approach to programming where the programmer adds and tests code in small chunks at a time to make sure it behaves the way they want it to, before adding more code.
InitializeTo assign a variable its initial, or first, value.
Live ProgrammingA programming environment where updates to a program during development automatically appear on the connected testing device.
Mobile Application (or app)A type of software application designed to run on a mobile device, such as a smartphone or tablet computer.
NavigatorThe person who observes or reviews each line of code in a computer program as it is typed when two programmers are working together.
Pair ProgrammingTwo people working together to create a computer program. One person, called the driver, writes the code and explains the logic, while the other person, called the navigator, reviews it and gives feedback.
PixelAny one of the very small dots that together form the picture on a digital screen. The word pixel is short for picture element.
ProgramA set of instructions that a computer executes to achieve a particular objective.
RuntimeThe period when a program is running. Runtime begins when a program is opened (or executed) and ends when the program is closed.
Scope of a VariableThe part of a program where a variable is visible and can be used by the code.
Trace TableA chart used by programmers to keep track of the values of variables in their program.
program. User Interface (UI)The visual part of a computer app or operating system, through which an end user interacts with the computing device or software.
User-initiated EventIn a program, an event that is triggered by user interaction with the user interface.
VariableA placeholder in a device’s memory that stores a value a program is using.
View LayerThe layer of an app that the user sees and interacts with.


Computer Instructor
Capital Christian School
CA

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