code.org Unit 3 vocabulary
Across
- 1. 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.
- 6. Finding and fixing problems in an algorithm or program.
- 8. a written description of how a command or piece of code works or was developed.
- 9. 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.
- 11. the steps or phases used to create a piece of software. Typical phases include investigating, designing, prototyping, and testing
- 13. The use of material created by someone else without permission and presented as one's own
- 14. a design approach that breaks the problem into smaller pieces and makes sure each piece works before adding it to the whole.
- 17. some program statements run when triggered by an event, like a mouse click or a key press
- 18. Statement a command or instruction. Sometimes also referred to as a code statement.
Down
- 2. 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, text, and graphics.
- 3. a collection of program statements. Programs run (or "execute") one command at a time.
- 4. Programming program statements run in order, from top to bottom.
- 5. a design approach requires refinement and revision based on feedback, testing, or reflection throughout the process. This may require revisiting earlier phases of the process.
- 7. form of program documentation written into the program to be read by people and which do not affect how a program runs.
- 10. A program or a collection of programs
- 12. Programming a collaborative programming style in which two programmers switch between the roles of writing code and tracking or planning high level progress
- 15. associated with an action and supplies input data to a program. Can be generated when a key is pressed, a mouse is clicked, a program is started, or by any other defined action that affects the flow of execution.
- 16. Error a mistake in the program where the rules of the programming language are not followed.