AP Computer Science Principles Unit 1

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Creativity

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69 Terms

1

Creativity

One of the seven big ideas - the use of the imagination or original ideas.

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Abstraction

One of the seven big ideas - technique in computing that hides detail, makes more complicated ideas simpler, and collects a bunch of ideas into a single idea.

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3

Data and Information

One of the seven big ideas - emphasizes how computers are used to analyze data and create new knowledge.

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4

Algorithms

One of the seven big ideas - the process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer.

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5

The Internet

One of the seven big ideas - a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.

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6

Global Impact

One of the seven big ideas - focuses on how computing and technology has impacted our world positively and negatively.

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7

Computer Science

The study of the ideas, ways of thinking, languages, software, and hardware needed to solve problems with computers.

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8

Imagination Age

A theoretical period beyond the information age where creativity and imagination will become the primary creators of economic value.

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9

Information Age

A shift in human history from traditional industry to an economy based on information computerization using analysis and thinking - AKA: Digital Age

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10

Program

A systematic plan or sequence of instructions for a computer to solve a problem.

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11

Programming

The action or process of writing computer programs.

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12

RAM

Random Access Memory consists of tiny electrical circuits that dynamically store frequently used program instruction to increase speed of the system.

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13

Compilation

The process of source code being translated into machine code.

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14

Compiler

A program that translates high level, human-readable languages into a corresponding string of 1s and 0s for computer processing.

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15

Bit

Short for binary digit - a single binary value, either 0 or 1.

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16

Central Processing Unit (CPU)

The processor or brains of the computer where calculations take place.

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17

Source Code

Programs written in high-level languages.

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18

Machine Code

Programs written in machine-level instructions that are uniquely read by computer processors using patterns of 1s and 0s.

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19

Hardware

Physical components of a computer built using multiple levels of abstraction, such as transistors, logic gate chips, memory, motherboard, special purpose cards, and storage devices.

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20

Primary Storage

Main storage or memory that stores data for quick access by the computer's processor (RAM)

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21

Secondary Storage

External/Auxiliary memory such as a USB flash drive, hard drive, etc.

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22

Binary

Machine code that is a direct, low-level translation from the high-level source code, and is a pattern of 0s and 1s.

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23

Create Performance Task

One of the two performance tasks on the AP CSP exam, where you'll create a program of your own.

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24

Explore Performance Task

One of the two performance tasks, where you'll research and report on a computing innovation.

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25

Computational Thinking

Understanding the logic and processes computers use to solve problems and run programs.

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26

Innovating

The process of imagining something that does not yet exist, but that has a potential value, and making it real through the application of design, implementation, and production

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27

Iteration

Repeatedly applying a process with the goal of coming closer and closer to a solution

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28

Iterative Development Process

The process by which computer programs are designed, developed and tested in repeated cycles.

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29

Debug

To identify and remove errors from a computer program.

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30

Algorithm

A process or set of instructions to be followed in calculations or other problem solving operations.

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31

Sequencing

Executes statements one at a time - in order, one after another.

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32

Iteration

Repetition - one complete step of a loop, repeated until a certain condition is met.

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33

Selection

Uses "if...then" to tell a computer how to select a step or to tell the sequence that it should be executed.

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34

Imperative Statement

A command statement with a verb phrase that indicates an operation to perform (example: move forward)

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35

Descriptive qualifier

A specific adverb or adjective that further qualifies or limits the meaning of a word (example: left shoe)

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36

Natural Language

A complex, but structured language, both written and spoken, that has evolved naturally in humans through use, repetition, and adaptation.

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37

Artificial Language

A limited size language, usually developed by a small group for specific purposes. Usually much simpler and structured.

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38

Ambiguity

Uncertainty or being open to more than one interpretation.

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39

Visual Programming Language

A programming language that lets users drag and drop icons into organized blocks of code to create programs rather than typing text.

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40

High-Level Language

A programming language that is easier for humans to read, write, and parse. Guaranteed to be unambiguous.

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41

low-level language

a programming language that has little or no abstraction and communicates closely to the hardware using machine language. Less natural for humans.

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42

Compilation

The process of source code being translated into machine code.

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43

Visual Programming Language

A programming language that lets users drag and drop icons into organized blocks of code to create programs rather than typing text.

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44

Sprite

An object in Scratch that performs functions through scripting.

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45

Stage

The background of a project in Scratch which can have scripts, backdrops, sound, etc.

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46

Costume

The appearance of a sprite.

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47

Motion Blocks

Medium-blue colored blocks used to control a sprite's movement in Scratch.

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48

Reporter Blocks

A block in Scratch with round edges that contains a value (numbers, sentences, etc.) and can be used inside other blocks.

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49

Looks Blocks

Purple-colored blocks of code in Scratch that are used to control a sprite's appearance.

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50

Sensing Blocks

Light-blue colored Boolean blocks that are used to detect different factors of a project such as touching.

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51

Operator Blocks

Light-green colored blocks of code used to handle strings and math equations in Scratch.

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52

Events

Blocks of code that trigger corresponding behavior (example: Green Flag - starts program)

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53

Broadcast

When blocks of code are executed at a given time by communicating (or broadcasting) a message.

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54

Input

User interaction with a program via clicking, mouse movement, or keyboard entry.

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55

Storage

What the computer "stores" or needs to remember to execute a program.

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56

State

A description of what the computer is doing or the values of variables at any given moment.

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57

Attributes

A descriptor used to describe the state, such as the x- or y-position.

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58

Process

The program code and current activity that is being executed in a computer program.

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59

Position

The x and y coordinates on the stage in Scratch.

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60

Placeholder

A variable for a particular value or attribute.

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61

Variable

A placeholder to store a particular value or attribute such as x and y in an algebraic equation or calculation.

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62

Placeholder

A variable for a particular value or attribute.

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63

Integer

A whole number; a number that is not a fraction that is used in programs.

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64

Character

A single letter, digit, or symbol that can be a type of variable.

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65

String

A series of characters at any length. Can be a type of variable.

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66

Boolean Values

A variable to represent true or false.

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67

Array

Lists of other variables.

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68

Floating Point Number

A number that may have digits after the decimal place. Can be a type of variable.

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69

Declaring Variables

Creating variables in a programming language

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