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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, texts, 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
Statement
A single line code that instructs the program to do something. Almost every line of code is a statement
Sequence/Sequential programming
The quality executing statements by line in a predetermined order from top to bottom. Code runs the same way every time
Event Driven Programming
Some program statements run when triggered by an event, like a mouse click or a key press. Programs run differently based on user interactions
Program statement
A command or instruction. Sometimes also referred to as code statement
Program
A collection of program statements. Programs run (or “execute”) one command at a time
Event
A moment of input between the program and something else (generally the user)
Event listener
A small program that “listens” for a specific event to happen. When this event happens, a specific sequence of statements (function) are executed
Debugging
The process of finding and fixing problems in code
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
String
A sequence of symbols
Integer
A whole number
Variable
A slot of computer memory that holds (at most) one value at a time
Data types
The categories of data a computer can save, along with the rules that apply to those categories. Numbers and strings are 2 types of data.
Assignment
The act of associating a variable with a piece of data
Operator
A symbol that represents some kind of mathematical or logical operation. Essentially just a fancy name for + - * /
Expression
Combination of operators and values that evaluates to single value
Assignment operator
A special symbol for a coding language that associates a variable with a piece of data
Declaration
The act of creating a variable, not the same as assigning it
Syntax
The strict structure and set of rules a coding language requires
Concatenation
Joining a number or string together with another string using the “+” operator
Scope
The boundaries in which some element of code—such as a variable—is usable. Different scopes are usually (not always) separated by curly braces
Global variable
A permanent variable that is declared in the global scope (outside of any specific boundary). It can be used anywhere in your code
Local variable
A temporary variable that can be used only in the scope in which it was declared like inside an onEvent listener (deleted once the onEvent is done running)