AC Unit 1

12345678910111213141516171819202122232425262728293031323334353637383940414243444546
Across
  1. 3. The part of a program where a variable is visible and can be used by the code.
  2. 4. The earliest stage of game development when the basic features and navigation are tested.
  3. 7. An approach to programming where the programmer adds and tests code in small chunks at a time to make sure it behaves the way they want it to, before adding more code.
  4. 9. The period when a program is running.
  5. 10. Graphic object that may be moved on-screen or otherwise manipulated.
  6. 11. The person who writes the code in a computer program when two programmers are working together.
  7. 14. Issues in a program’s code.
  8. 15. A systematic, problem-solving strategy that designers follow to come up with a solution to a problem.
  9. 16. The attempt to find and fix errors in computer hardware or programs.
  10. 21. Any one of the very small dots that together form the picture on a digital screen.
  11. 22. A chart used by programmers to keep track of the values of variables in their program.
  12. 27. A form of mathematics in which an expression is reduced to either True or False.
  13. 28. The writing of compound words by starting each word with a capital letter.
  14. 30. The person who observes or reviews each line of code in a computer program as it is typed when two programmers are working together.
  15. 32. To assign a variable its initial, or first, value
  16. 35. An ordered set of instructions that are used to carry out a task.
  17. 37. An action or occurrence that happens during runtime that will trigger a response or behavior by the software.
  18. 38. The stage of game development where a limited number of players test out the completed features and navigation, and report any bugs that need to be fixed before the gold release.
  19. 40. A line of code that assigns a value to a variable.
  20. 41. A flaw in a computer program that causes the program to produce an incorrect result or behavior.
  21. 42. An incorrect result produced by a computer program.
  22. 44. A type of software application designed to run on a mobile device, such as a smartphone or tablet computer.
  23. 45. A program that translates instructions or code into a language that can be read and understood by a computer.
  24. 46. To break a problem down into smaller pieces.
Down
  1. 1. The visual part of a computer app or operating system, through which an end user interacts with the computing device or software.
  2. 2. The layer of an app that contains the program that tells the app how to behave.
  3. 5. A set of instructions that a computer executes to achieve a particular objective.
  4. 6. A placeholder in a device’s memory that stores a value a program is using.
  5. 8. A representative consumer for whom a hardware or software product is designed.
  6. 12. To increase the value of a numeric variable by a set amount.
  7. 13. Scientists who apply their knowledge of computation to creating solutions using a computer system.
  8. 17. Programs that run on a computer or other electronic devices.
  9. 18. A simulator that imitates a program or events.
  10. 19. Two people working together to create a computer program.
  11. 20. A diagram that represents an algorithm, work flow, or process, and uses geometric symbols connected by arrows to show the direction of the flow of action.
  12. 23. A block of code that is triggered when a certain event happens.
  13. 24. A command that performs different actions depending on whether a condition is true or false.
  14. 25. In a program, an event that is triggered by user interaction with the user interface.
  15. 26. Type of computer programming where the program responds to an input (or trigger).
  16. 29. A programming environment where updates to a program during development automatically appear on the connected testing device.
  17. 31. The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem.
  18. 33. The science of creating artifacts and solving problems using the help of a computer.
  19. 34. The layer of an app that the user sees and interacts with.
  20. 36. The type of information stored in a variable.
  21. 39. To create a variable in a program and give it a name.
  22. 43. A keyword used when declaring a variable.