AP Comp Sci Principles Unit 3 code.org Curriculum

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34 Terms

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onEvent

(“id”, ”type”, ”callback”) ;

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playSound

(“url”, “loop”) ;

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stopSound

(“url”) ;

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setProperty

(“id”, “property”, variable) ;

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setScreen

(“screenId”) ;

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rgb

(r,g,b,a) ;

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console.log

console.log(“message”) ;

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A description of the code, not seen in the physical code

// yap

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Semicolon Rule

always put ; at the “set” and “end” command

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Quotation Mark Rule

Put everything in quotes for set, console, and on event that is not a number(s)

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Fancy Bracket Rule

Always have to use the fancy brackets after an onEvent function command });

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Camel Case Rule

the second word of any command is always capitalized, and the first word is lowercase onEvent, setScreen, playSound, etc.

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User Interface

the inputs and outputs that allow a user to interact with a piece of software. User interfaces can include a variety of forms such as buttons, menus, images, text, and graphics.

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Input

data that are sent to a computer for processing by a program. Can come in a variety of forms, such as tactile interaction, audio, visuals, or text.

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Output

any data that are sent from a program to a device. Can come in a variety of forms, such as tactile interaction, audio, visuals, or text.

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Program Statement

a command or instruction. Sometimes also referred to as a code statement.

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Program

a collection of program statements. Programs run (or "execute") one command at a time.

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Sequential Programming

program statements run in order, from top to bottom.

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Event-Driven Programming

some program statements run when triggered by an event, like a mouse click or a key press

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Documentation

a written description of how a command or piece of code works or was developed.

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Comment

form of program documentation written into the program to be read by people and which do not affect how a program runs.

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Pair Programming

a collaborative programming style in which two programmers switch between the roles of writing code and tracking or planning high level progress

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Debugging

Finding and fixing problems in an algorithm or program.

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Development process

the steps or phases used to create a piece of software. Typical phases include investigating, designing, prototyping, and testing

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Event

associated with an action and supplies input data to a program. Can be generated when a key is pressed, a mouse is clicked, a program is started, or by any other defined action that affects the flow of execution.

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Incremental Development Process

a design approach that breaks the problem into smaller pieces and makes sure each piece works before adding it to the whole.

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Iterative Development Process

a design approach requires refinement and revision based on feedback, testing, or reflection throughout the process. This may require revisiting earlier phases of the process.

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Plagiarism

The use of material created by someone else without permission and presented as one's own

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Program Requirements

descriptions how a program functions and may include a description of user interactions that a program must provide.

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Program specification

a description of all the requirements for the program.

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Syntax Error

a mistake in the program where the rules of the programming language are not followed.

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Software

A program or a collection of programs

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onEvent sequences

onEvent parts always go last, so in a scenario of

console.log(“Hello World!”);

onEvent(“buttonHello”,”click”, function() {

console.log(“Goodbye World”);

});

console.log(“Hello World but better!”);

The sequence of these program statements would be going from “Hello World” to “Hello World but better” to ending off with “Goodbye World” (sequential THEN event-driven)

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App

A software created in order to solve a problem on the Internet