Across
- 4. A set of instructions that a computer executes to achieve a particular objective.
- 8. For components, things that can be changed or initialized on the Designer screen.
- 10. The pieces of your app that do actions for you. Examples are Label, Sound, or Button
- 15. The programmers are using it to determine how the App should work and how it should look like.
- 17. Where you can create the user interface and add common features you want in the app. This is where you let the program know what components you will later want to code
- 18. The layer of an app that the user sees and interacts with.
- 20. A series of storage spaces where app components are organized on the left side of your App Inventor.
- 22. An action or occurrence that happens during runtime that will trigger a response or behavior by the software.
- 24. Components that they're not part of the user interface. Instead, they provide access to the built-in functionality of the device;
- 25. The pieces you connect together to tell your app what to do. They can be found in the Blocks Editor.
- 26. A diagram that represents an algorithm, workflow, or process, and uses geometric symbols connected by arrows to show the direction of the flow of action.
- 27. An ordered set of instructions that are used to carry out a task.
Down
- 1. In a program, an event that is triggered by user interaction with the user interface.
- 2. The layer of an app that contains the program that tells the app how to behave.
- 3. Type of computer programming where the program responds to an input (or trigger).
- 5. Application A type of software application designed to run a mobile device, such as a smartphone or tablet computer.
- 6. The layer of an app that contains the data entered and used in the app.
- 7. A representative consumer for whom a hardware or software product is designed.
- 9. A block of code that is triggered when a certain event happens.
- 11. The screen found by clicking the Blocks button on the design screen. This is where you tell your app what to do.
- 12. 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.
- 13. The visual part of a computer app or operating system, through which an end-user interacts with the computing device or software.
- 14. This is a paper sketch that shows what the app would look like when we will create it in Mit App.
- 16. What most apps follow with step by step instructions.
- 19. The broadest/outer most box that holds drawers.
- 21. The writing of compound words (like variable names, procedure names, and file names) by starting each word with a capital letter.
- 23. The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem.
- 28. The period when a program is running.
