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Collaboration
People working together and sharing ideas to create or improve a program.
Program documentation
Written notes that explain what a program or code segment does and how to use it.
Comments
Notes inside code meant for humans, ignored by the computer, explaining how or why the code works.
Program
A set of instructions a computer follows to complete a task.
Software
Programs that run on hardware devices.
Program purpose
The overall goal or problem the program is meant to solve.
Program function
The specific behavior or task the program actually performs (what it does with inputs and outputs).
Program requirements
The conditions or features a program must have to meet the user’s needs.
Event
An action that triggers code, like a mouse click or key press.
Program inputs
Data sent into a program for it to process (clicks, text, sensor data, etc.).
Program outputs
Data a program sends out, like text on screen, sounds, or lights.
Code segment
A small part of a program, such as a few lines or a function.
Designing
Planning what a program should do and how it will be structured before fully coding it.
Iterative development
Improving a program through repeated cycles of coding, testing, and revising.
Incremental development
Building a program in small pieces, adding and testing a bit at a time.
Diagramming
Using diagrams to plan how parts of a program fit together.
Prototyping
Making a simple early version of a program or interface to test ideas.
Testing
Running a program with different inputs to check if it works correctly.
Debugging
Finding and fixing errors in code so the program behaves as intended.
Flow chart diagrams
Diagrams that show the steps and decisions in an algorithm using arrows and boxes.
User testing
Having real users try the program and give feedback to improve it.
Logic error
Code that runs but produces the wrong result because the algorithm is wrong.
Syntax error
A mistake in code rules (like missing parentheses) that stops the program from running.
Run-time error
An error that occurs while the program is running, such as dividing by zero.
Overflow error
An error when a number is too large to store in the available bits.
Round-off error
Small inaccuracy when a number cannot be represented exactly in binary.
Hand tracing
Simulating code by hand, line by line, to track variable values and outputs.
Output statements
Lines of code that display or send data out (like print statements).
Test cases
Specific sets of inputs and expected outputs used to check correctness.
Abstraction
Hiding details to focus on the main idea, like representing a song as a file instead of all its voltages.
Analog data
Continuous data (like real sound waves or light) that can take any value in a range.
Sampling technique
The way analog data is measured at regular intervals to create digital data.
Samples
Individual measurements taken from analog data at specific times.
Bit
The smallest unit of data, a 0 or 1.
Byte
A group of 8 bits.
Binary (base-2)
Number system that uses only 0 and 1.
Hexadecimal (base-16)
Number system that uses 0–9 and A–F to represent values.
Data compression
Reducing the size of data so it uses fewer bits.
Lossless data compression
Compression that lets you perfectly reconstruct the original data.
Lossy data compression
Compression that loses some detail but makes the file much smaller.
Information
Data that has been processed or given context so it is meaningful.
Metadata
Data about data, like the file size or date of a photo.
Data bias
When data collected or used is unbalanced or unfair, leading to biased conclusions.
Cleaning data
Fixing or removing wrong, duplicate, or missing data before analysis.
Correlation
When two variables appear to change together (but one does not necessarily cause the other).
Transforming data
Changing data format or structure to make it easier to analyze.
Filtering data
Keeping only the data that matches certain conditions.
Combining data
Joining multiple data sets together.
Visualizing data
Showing data with charts, graphs, or maps to see patterns.
Variable
A named storage location that can hold a value that may change.
Data types
Categories of data like number, Boolean, string, list, etc.
Assignment operator
Symbol (like =) that stores a value into a variable.
Data abstraction
Using collections (like lists) to manage complex data more simply.
List
An ordered collection of elements, referenced by index.
Element
An individual item stored in a list.
Index
The position of an element in a list (AP uses 1-based in pseudocode).
String
A sequence of characters (letters, digits, symbols).
Array
Another term for a list-like collection indexed by position.
Algorithm
A finite set of steps that accomplish a specific task.
Sequencing
Running steps in order, one after another.
Code statement
A single instruction in a program.
Expression
A combination of values, variables, and operators that produces a result.
Relational operators
Operators like
Modulo operator
Operator that gives the remainder after division (like 7 mod 3 = 1).
String concatenation
Joining two strings end-to-end.
Substring
A smaller string taken from part of a larger string.
Boolean value
A value that is either true or false.
NOT operator
Flips a Boolean value from true to false or false to true.
AND operator
True only if both conditions are true.
OR operator
True if at least one condition is true.
Selection
Using conditions to decide which code path to run (if/else).
Conditional statement
A statement that runs code only if a condition is true.
IF statement
Runs code when a condition is true.
ELSE statement
Runs alternate code when the IF condition is false.
Nested conditionals
An IF/ELSE inside another IF/ELSE.
Iteration
Repeating steps using loops.
FOR loop
Loop that repeats a set number of times or over each element in a list.
WHILE loop
Loop that repeats while a condition remains true.
List traversal
Visiting each element in a list, often using a loop.
Linear search
Checking each element in a list one by one until you find a match.
Binary search
Repeatedly splitting a sorted list in half to find a value faster.
Procedure
A named block of code that performs a specific task.
Method / function
Another name for a procedure that can return a value.
Procedure call
Code that runs a procedure by name.
Parameter
A variable in the procedure definition that accepts input.
Argument
The actual value passed into a parameter when calling a procedure.
Return statement
Statement that sends a value back from a function and ends it.
Procedural abstraction
Using procedures to hide how something works and just call it by name.
Modularity
Breaking a program into separate, reusable pieces (modules).
Software libraries
Collections of prewritten procedures you can call in your program.
APIs: Application Programming Interfaces
Descriptions of library procedures and how to call them.
Simulation
A program that models a real or imagined system to study its behavior.
Random number generators (RNG)
Tools that generate pseudo-random values for simulations or games.
Problem
A task or question you want a program or algorithm to solve.
Instance
A specific example or input of a general problem.
Decision problem
A problem whose answer is yes/no.
Optimization problem
A problem that asks for the “best” solution under some rules.
Algorithmic efficiency
How well an algorithm uses time and space as input size grows.
Reasonable time
Grows at a manageable rate (like polynomial time) as input increases.
Unreasonable time
Grows too fast (like exponential) to run for large inputs.