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made by hammad waseem
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onEvent
(“id”, ”type”, ”callback”) ;
playSound
(“url”, “loop”) ;
stopSound
(“url”) ;
setProperty
(“id”, “property”, variable) ;
setScreen
(“screenId”) ;
rgb
(r,g,b,a) ;
console.log
console.log(“message”) ;
A description of the code, not seen in the physical code
// yap
Semicolon Rule
always put ; at the “set” and “end” command
Quotation Mark Rule
Put everything in quotes for set, console, and on event that is not a number(s)
Fancy Bracket Rule
Always have to use the fancy brackets after an onEvent function command });
Camel Case Rule
the second word of any command is always capitalized, and the first word is lowercase onEvent, setScreen, playSound, etc.
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.
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.
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.
Program Statement
a command or instruction. Sometimes also referred to as a code statement.
Program
a collection of program statements. Programs run (or "execute") one command at a time.
Sequential Programming
program statements run in order, from top to bottom.
Event-Driven Programming
some program statements run when triggered by an event, like a mouse click or a key press
Documentation
a written description of how a command or piece of code works or was developed.
Comment
form of program documentation written into the program to be read by people and which do not affect how a program runs.
Pair Programming
a collaborative programming style in which two programmers switch between the roles of writing code and tracking or planning high level progress
Debugging
Finding and fixing problems in an algorithm or program.
Development process
the steps or phases used to create a piece of software. Typical phases include investigating, designing, prototyping, and testing
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.
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.
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.
Plagiarism
The use of material created by someone else without permission and presented as one's own
Program Requirements
descriptions how a program functions and may include a description of user interactions that a program must provide.
Program specification
a description of all the requirements for the program.
Syntax Error
a mistake in the program where the rules of the programming language are not followed.
Software
A program or a collection of programs
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)
App
A software created in order to solve a problem on the Internet