APCSP Big Idea 3 Vocabulary

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Across
  1. 1. An ordered collection of elements, each accessible by a numeric index (called a List in Code.orgs curriculum).
  2. 4. A specific case or example of a general problem type.
  3. 6. Allowing a procedure to be used based only on knowing what it does, without needing to know how it accomplishes the task internally.
  4. 7. A statement that ends a procedures execution and sends a value back to the point where the procedure was called.
  5. 8. A loop whose ending condition will never evaluate to true, so it never stops running.
  6. 10. Operators — AND, OR, and NOT — that combine or modify Boolean expressions.
  7. 11. A whole number — positive, negative, or zero — represented using a fixed number of bits.
  8. 12. A collection of pre-written procedures that can be reused when building new programs.
  9. 13. An individual value in a list that is assigned a unique index.
  10. 15. A named value in a program that does not change during execution.
  11. 16. The process of accessing each item in a list one at a time, from beginning to end.
  12. 19. An ordered sequence of characters.
  13. 21. A problem with a yes/no answer (e.g., is there a path from A to B?).
  14. 24. A contiguous sequence of characters within a larger string.
  15. 25. A named group of programming instructions. Also referred to as a procedure.
  16. 26. Provides a good enough solution to a problem when an actual solution is impractical or impossible.
  17. 27. A problem for which no algorithm can be constructed that is always capable of providing a correct yes-or-no answer.
  18. 30. A data type that is either true or false.
  19. 33. A repetitive portion of an algorithm which repeats a specified number of times or until a given condition is met.
  20. 35. A finite set of instructions that accomplish a task.
  21. 37. Another name for a function — a named group of programming instructions that can be called to perform a task.
  22. 42. Putting steps in an order.
  23. 43. The subdivision of a computer program into separate subprograms.
  24. 44. A command or instruction; sometimes also referred to as a code statement.
  25. 45. A general description of a task that can (or cannot) be solved with an algorithm.
  26. 46. An ordered collection of elements.
  27. 47. Deciding which steps to do next.
  28. 48. Algorithms with a polynomial efficiency or lower (constant, linear, square, cube, etc.) are said to run in a reasonable amount of time.
Down
  1. 2. The value passed to the parameter.
  2. 3. A conditional statement placed inside another conditional statement, allowing for more complex decision-making.
  3. 5. The operation of joining two or more strings together end-to-end to form a new string.
  4. 9. A problem with the goal of finding the best solution among many (e.g., what is the shortest path from A to B?).
  5. 14. Algorithms with exponential or factorial efficiencies are examples of algorithms that run in an unreasonable amount of time.
  6. 17. An operator that returns the remainder when one integer is divided by another.
  7. 18. Categories that classify the kind of value a variable can hold, such as numbers, Booleans, lists, and strings.
  8. 20. Symbols used to compare two values, such as equal to, not equal to, greater than, or less than.
  9. 22. A common method for referencing the elements in a list or string using numbers.
  10. 23. A specification describing how the procedures in a library behave and how they can be used.
  11. 28. A combination of operators and values that evaluates to a single value.
  12. 29. A problem for which an algorithm can be constructed that always provides a correct yes-or-no answer.
  13. 31. A search algorithm that checks each element of a list in order until the target value is found or the list ends.
  14. 32. A search algorithm that starts at the middle of a sorted list and repeatedly eliminates half of the remaining data until the target value is found or all elements have been eliminated.
  15. 34. Another name for a function or procedure — a named group of programming instructions.
  16. 36. A program or model that represents the features of a real-world process or system, used to study behavior or test outcomes without real-world risk.
  17. 38. A measure of how many steps are needed to complete an algorithm.
  18. 39. The act of storing a value in a variable.
  19. 40. A named reference to a value that can be used repeatedly throughout a program.
  20. 41. A variable in a function definition, used as a placeholder for values that will be passed through the function.