Across
- 2. A type of software application designed to run a mobile device, such as a smartphone or tablet computer.
- 4. What most apps follow with step-by-step instructions.
- 5. The pieces you connect together to tell your app what to do. They can be found in the Blocks Editor.
- 7. The screen found by clicking the Blocks button on the design screen. This is where you tell your app what to do.
- 10. For components, things that can be changed or initialized on the Designer screen.
- 11. The writing of compound words (like variable names, procedure names, and file names) by starting each word with a capital letter.
- 13. This is a paper sketch that shows what the app would look like when we will create it in Mit App.
- 14. The visual part of a computer app or operating system, through which an end-user interacts with the computing device or software.
- 15. The programmers are using it to determine how the App should work and how it should look like.
Down
- 1. They're not part of the user interface. Instead, they provide access to the built-in functionality of the device;
- 3. A series of storage spaces where app components are organized on the left side of your App Inventor.
- 6. The pieces of your app that do actions for you. Examples are Label, Sound, or Button
- 8. 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
- 9. The broadest/outermost box that holds drawers.
- 12. A representative consumer for whom a hardware or software product is designed.
