code.org Unit 3 vocabulary

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Across
  1. 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.
  2. 6. Finding and fixing problems in an algorithm or program.
  3. 8. a written description of how a command or piece of code works or was developed.
  4. 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.
  5. 11. the steps or phases used to create a piece of software. Typical phases include investigating, designing, prototyping, and testing
  6. 13. The use of material created by someone else without permission and presented as one's own
  7. 14. a design approach that breaks the problem into smaller pieces and makes sure each piece works before adding it to the whole.
  8. 17. some program statements run when triggered by an event, like a mouse click or a key press
  9. 18. Statement a command or instruction. Sometimes also referred to as a code statement.
Down
  1. 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.
  2. 3. a collection of program statements. Programs run (or "execute") one command at a time.
  3. 4. Programming program statements run in order, from top to bottom.
  4. 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.
  5. 7. form of program documentation written into the program to be read by people and which do not affect how a program runs.
  6. 10. A program or a collection of programs
  7. 12. Programming a collaborative programming style in which two programmers switch between the roles of writing code and tracking or planning high level progress
  8. 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.
  9. 16. Error a mistake in the program where the rules of the programming language are not followed.