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Event-Driven Programming
when a program waits for things to happen (like clicks or key presses) and responds by running specific code.
Rapid Prototype
a draft or first attempt in something.
Events
actions or changes that happen in a program, like a mouse click, a key press, or a message from another program.
Pair Programming
when two people code together—one types (the driver) and the other gives ideas and checks the work (the navigator). They switch roles often.
Program
A collection of program statements that perform a specific task when run by a computer.
Code segment
A part of a program—one or more lines of code that perform a specific action or function.
Compiler
a program that converts instructions so the computer is able to interpret it.
Examples of Development Processes
prototype, rapid, spiral, waterfall, etc.
Iterative
A process of repeatedly revising and improving a program through cycles of testing and feedback.
Incremental
A process of building a program piece by piece, adding small parts one at a time and testing each as you go.
Program Documentation
written text that assists in embedding the source code - comments
Logic Error
A mistake in the algorithm that runs without crashing but produces the wrong result. (example: writing a repeat instruction instead of a boolean).
Syntax Error
An error that breaks the rules of the programming language, preventing the program from running. (example: typo).
Run-Time Error
An error that happens while the program is running, often causing it to stop unexpectedly.
Overflow Error
An error that happens when a calculation results in a number too large for the computer to store.
Bit
binary digit (0 or 1), a basic unit of information in computing communications.
Byte
a group of 8 bits (which each consist of a 0 or a 1).
Algorithm
a sequence of instructions used to solve a problem or perform a computation.
Abstraction
helpful when using programs - one does not need to understand exactly HOW a complex program works, but they can still use the program and understand WHAT purpose it serves
Pseudocode
a way of writing instructions that look like code but are written in plain language to show the steps of an algorithm without using exact programming syntax.
Analog Data
Data that changes smoothly and continuously, like sound waves or light levels.
Digital Data
Data that is stored using separate, distinct values—often as 0s and 1s.
Binary (base-2)
a numeral system that comprises of 0 or 1.
Decimal (base-10)
a numeral system that comprises of 0, 1, 2, 3, 4, 5, 6, 7, 8, or 9.
software
the instructions in a programming language to the computing device
computing innovation
A new or improved technology that uses computing to solve problems or improve life.
bandwidth
amount of data that can be sent over a network in a given amount of time, usually measured in bits per second (bps).
More bandwidth = faster data transfer.
bit rate
the number of bits that are processed or transmitted in a given amount of time, typically expressed in bits per second (bps). It defines the speed of data transfer in digital communication. (aka bitrate)
latency
the time it takes for a bit to travel from sender to receivert
protocol
set of rules governing the exchange or transmission of data between devices
ASCII
American Standard Code for Information Exchange; universally recognized raw text format understood by any computer
Internet
global network of connected computers that communicate with each other using standardized protocols to share data, resources, and services.
Net Neutrality
Principle that all Internet traffic should be treated equally by Internet Service Providers
IP Address
A unique number that identifies a device on a network, like an address for your computer on the internet.
Packets
Small units of data transmitted over a network. Big messages are split into packets and reassembled when they reach the destination.
TCP (Transmission Control Protocol)
A protocol that makes sure data packets are delivered correctly and in order.
UDP (User Datagram Protocol)
A faster but less reliable protocol for sending data, without checking if packets are received correctly or in order.
DNS (Domain Name System)
A system that translates URLs to IP addresses
HTTP (HyperText Transfer Protocol)
The protocol used to transfer web pages on the internet.
URL (Uniform Resource Locator)
The address used to find resources on the internet, like a website address (e.g., https://www.example.com).
API (Application Programming Interface)
Lets programs communicate and share data using defined rules.
GUI (Graphical User Interface)
The visual part of a program that users interact with—like buttons and menus.
Events
User or system actions (like clicking or typing) that cause a program to respond.
Program Inputs
Data sent into a program for it to process
Program Outputs
Data sent from a program to a user or device
Library
A collection of pre-written code or functions that can be reused in programs.
Heuristic
A quick rule or strategy used to find a good-enough solution, not always perfect.
Linear Search
Searching by checking each item one at a time until you find a match.
Binary Search
A fast search method that works by repeatedly dividing a sorted list in half.
Stream Processing Algorithms
Algorithms that process live, continuous data streams in real time.
Semantics
What the code means—how it behaves or what it actually does when run.
Consolidating Testing
Combining different tests to make sure all parts of a program work well together.
Code Optimization Sessions
Time dedicated to making code faster or more efficient without changing what it does.
Float (Floating Point Number or Rounding)
A number that includes decimals (e.g., 2.5, 3.14) and rounds to nearest whole or simpler number.
Graph
A structure made of nodes (points) and edges (connections)—used for maps and networks.
Array
A list that stores items in order and can be accessed by index.
Stack
A list where the last item added is the first to come out (LIFO).
Queue
A list where the first item added is the first to come out (FIFO).
Hash Table
A structure that stores data in key-value pairs, great for fast lookups like passwords.
Linked List
A chain-like list where each item points to the next—good for easy adding/removing, but slower to search.
Regular Stand-Up Meetings
Quick daily meetings where each person shares what they’re doing and any issues.