Vocab L1-L3

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30 Terms

1

SNAP!

Visual Programming language

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2

Script

Assembled by dragging blocks from a palette into the scripting area in the middle part of the window.

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3

Palettes

The palette area at the left edge of the window shows one palette at a time, chosen with the eight buttons just above the palette area.

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4

Event

Event (computing) in programming and software design, an event is an action or occurrence recognized by software.

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5

Event-driven Programming

Using events to control a program is called event-driven programming.

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6

Sprite

A block of code that performs a specific task. An object on the stage that code can manipulate.

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7

Costume

One out of possible many “frames” or alternate appearances of a sprite. Sprites can change their look to any of its costumes. They can be named, edited, created, and deleted, but every sprite must have at least one costume.

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8

Input

INPUT () on Snap!, user input is always prompted by running an ask command. The user is asked the question typed into the ask input slot, and their response can be accessed by using the answer block, which can be placed in an input slot just like a variable.

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9

Hat Blocks

Program should start with Hat Blocks followed by command blocks. Hat blocks can be found in control palette. Rest of the palettes have command blocks.

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10

Pair Programming

Two programs sharing a single workstation (one screen, keyboard, and mouse among the pair).

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11

Driver

The programmer at the keyboard.

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12

Navigator

The other, also actively involved in the programming task but focusing more on the overall direction is the “navigator”.

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13

Norms

Word “norms” generally refers to something that is usual, typical, standard, or expected. In context of teamwork and collaboration, norms are agreed upon definitions of productive behaviors and mindsets that should be the usual, or the “norm” whenever a group is working together.

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14

Collaboration

Working together

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15

Reports

In Snap!, procedures that report (return) a value.

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16

Abstraction

A process of focusing attentions on the main problems by ignoring lower-level details in high level programming.

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Procedural Abstraction

A model of what we want a subprogram to do (but not how to do it). Provides mechanisms for calling well defined procedures or operations as entities.

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18

Concatenate

An operation to join or link something together.

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19

Debugging

The process of finding the root of a problem in a code base and fixing it.

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20

Algorithm

A process or set or rules to be followed in calculations or other problem-solving operations, especially by a computer.

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21

Customize

To write new code into the software that meets specific requirements.

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22

Abstraction by generalization

Generalization is a form of abstraction whereby common properties of specific instances are formulated as general concepts or claims.

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23

Pseudocode

A non-language specific way of writing code.

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24

Input

To provide or give something to the computer; when a computer/device is receiving a command or signal from other sources, the event is referred to as input to the device.

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25

Parameter

Special kind of variable in computer programming that is used to pass info between functions or procedures.

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26

Argument

Actual information passed.

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27

Comments

Text note that gives explanation about the source code.

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28

Infinite loop

(Sometimes called an endless loop) Is a piece of coding that lacks a functional exit so that it repeats indefinitely.

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29

Project Documentation

A method of writing a program as a text or a video so that its users can easily understand it.

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30

Repeat

A computer program could be developed to repeat the same messages over and over, using a loop.

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