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Vocabulary terms and definitions from the Week 2 through Week 12 lecture notes, focusing on hardware, software, MIT App Inventor components, and programming logic.

Last updated 12:40 PM on 5/30/26
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72 Terms

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Computer

A machine that Performs tasks based on a set of Instructions.

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Hardware

Physical components of a computer that you can touch, such as a keyboard or mouse.

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Software

Non-physical components of a computer that you cannot touch, such as Word or Excel.

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Internal Hardware

Hardware located inside the computer, such as RAMRAM and CPUCPU.

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External Hardware

Hardware located outside the computer, such as a monitor or printer.

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CPU

The brain of the computer that handles all thinking and Processing; it is often the most expensive part.

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Main Memory

Temporary Storage that holds data only while the computer is turned on.

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Secondary Storage

Permanent Storage that retains data even when the computer is turned off.

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Input

The act of giving information to the computer, such as through a keyboard or mic.

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Output

The process of the computer providing information to you, such as through a display.

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4 Major Computer Operations

The sequence of Input, Processing (thinking), Output (display), and Storage (save).

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RAM

Random Access Memory; it is temporary and volatile, meaning data is lost once the computer is disconnected.

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ROM

Read Only Memory; it is permanent and non-volatile, meaning data stays when the computer is turned off.

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System Software

Software that controls hardware and other software resources, such as Windows or macOS.

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Application Software

Software that performs specific tasks for the user, such as word processors.

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Programming

The art of encoding solutions into instructions that a machine can run to satisfy the user.

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Event

An action detected by the computer that causes something to happen.

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Internal Event

An event that responds to user interaction from outside the computer, such as a mouse click or button tap.

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External Event

An event that responds to a condition inside the Program, such as a timer firing.

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Event Handling

The process of responding to an event with a specific action.

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Event Handler

A specific block of code written to handle an event when it occurs.

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Textbox

A primary method used to capture textual input from a user.

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Accelerometer

A hardware device in mobile phones that measures vibration or acceleration motion.

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API

Application Programming Interface; a pre-developed set of tools or small programs that interact with code to provide specific services based on set rules.

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Peer-Programming

An environment where two programmers share a single workstation.

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Driver

The person in peer-programming who writes the code.

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Navigator

The person in peer-programming who thinks strategically, reviews code lines, and suggests improvements.

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Variables

Data that serves as placeholders for information that can change while the app is running.

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Constants

Placeholders for information that cannot change.

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Initialize global (name) to (value)

An MIT block that creates a variable with a specific name and starting value.

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Get

An MIT block that retrieves the current value of a variable.

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Set to

An MIT block that changes or assigns a new value to a variable.

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Lifespan of a Variable

The duration changes made to a variable's value last, which is as long as the app is running.

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Strings

A sequence of characters surrounded by double quotes.

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Identifiers

The practice of choosing clear, purposeful names for variables and components that match their function to ensure code readability.

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Initialization

The act of setting the initial starting value of a variable.

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Assignment

The act of setting the value stored in a variable's memory space.

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Sequencing

Arranging commands in the exact correct order.

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Bug

A flaw or part of the program that does not work correctly.

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De-bugging

The process of finding and fixing problems in code algorithms.

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Clock Component

An internal timer component that fires an event handler block repeatedly at set intervals.

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Comments

Descriptive text added by a programmer to explain what code does; it is strictly human-readable and ignored by the computer.

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Sprite

A graphic character on a screen with controlled properties defining its location, movement, and visual look.

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Behavior

An action a sprite carries out continuously until instructed to stop.

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Conditionals

Blocks that evaluate a statement to determine if it is true or false; the action is ignored if the condition is false.

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Else block

A block that specifies an alternative action if the primary condition in a conditional fails.

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Sprite Collisions

Detected in MIT App Inventor by checking if the rectangular borders of image sprites cross over each other.

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Pixels

Tiny individual dots of light on a screen that combine to form an image.

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Canvas Coordinates

An (x,y)(x,y) grid where XX is the horizontal position and YY is the vertical position.

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Algorithm

A step-by-step list of instructions to complete a task.

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Program

An algorithm written in a code language that a machine can run.

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Tiny DB Component

A database that saves data permanently on the device so it stays when the app is closed.

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Tiny DB Tag

A unique identifier used to store data that acts like a permanent variable name.

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List

A data structure that holds multiple items or values at the same time under a single variable name.

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Index

The position number of an item in a list; in MIT App Inventor, this always starts at 11 (not 00).

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Listview Component

A visual screen component used to display a text list on a mobile device.

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Selection Index

An internal property of a listview that equals the item's number when tapped by a user.

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Default State (Selection Index)

If the user has not clicked anything yet, the Selection Index is 00.

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Notifier Component

A tool used to display pop-up messages, alerts, and warnings on the user's screen.

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One-way alert

A notifier that displays text with just one button (like "okay") and does not expect a choice from the user.

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Two-way dialog

A notifier that displays a message and expects the user to make a choice by clicking custom buttons.

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After Choosing Event

A trigger that occurs when a user clicks a button in a notifier, providing a local variable for use in code.

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Code Segmentation

The practice of breaking a large program into separate, organized blocks called Procedures.

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Procedure

A reusable block of code written once that can be run anywhere in a program as many times as needed; also known as a function or method.

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Simple Procedure

A procedure that runs a sequence of command blocks but does not return a value.

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Return Procedure

A procedure that runs a sequence of operations and returns a calculation or value back to the block that called it.

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Arguments

Input values passed directly into a procedure so it can perform dynamic calculations.

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Loop

The repetition of a block of instructions multiple times to eliminate copied code and save space.

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While loop

A loop that repeats instructions as long as a condition is true; it is used when the exact number of runs is unknown.

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For loop

A loop that repeats code using a number variable counting from a start value to an end value by a specific step interval.

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For each loop

A loop that automatically iterates through every item inside a list one by one without needing a counter.

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Infinite loop

A major programming error where a loop repeats forever because the exit condition never becomes false.