Final Exam

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Across
  1. 4. A small image used to express an idea or emotion in digital communication.
  2. 7. computing- Building interactive physical systems using software and hardware that can sense and respond to the analog world.
  3. 8. (programming) A placeholder in a device’s memory that stores a value a program is
  4. 12. A small computer on a single integrated circuit containing a processor, memory, and programmable inputs and outputs.
  5. 14. is opened (or executed) and ends when the program is closed.
  6. 16. A type of data in computing that a logical expression evaluates to. The
  7. 19. Any type of calculation that follows a well-defined process like an
  8. 22. packet- A method of transferring data by breaking it into small chunks called
  9. 24. An output device that controls precise position or speed.
  10. 25. An instrument used to measure acceleration.
  11. 26. Something put into a system, such as resources, information, or signals, in
  12. 29. (pair programming)- The person who writes the code in a computer program when two programmers are working together.
  13. 31. or data as an output.
  14. 32. Low Energy (BLE) antenna- An antenna used to create a personal area network that uses low energy to power Bluetooth wireless technology.
  15. 33. A simulator that imitates a program or events.
  16. 35. decomposition- To break a problem down into smaller pieces.
  17. 38. The period when a program is running. Runtime begins when a
  18. 40. A set of instructions that a computer executes to achieve a particular
  19. 43. thinking- The process of solving problems using a series of steps.
  20. 45. A small computer on a single integrated circuit containing a processor, memory, and programmable inputs and outputs.
  21. 46. A sequence of characters (letters, numerals, symbols, and punctuation
Down
  1. 1. Data represented as either yes/no or true/false.
  2. 2. A device that responds to a physical stimulus (as heat, light, sound, pressure, magnetism, or a particular motion) and transmits a resulting impulse (as for measurement or operating a control).
  3. 3. 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.
  4. 5. to achieve a result.
  5. 6. A type of motor or servo that is responsible for moving or controlling a mechanism or components.
  6. 9. Something unexpected that happens while a program is running.
  7. 10. Data that ranges on a continuous scale.
  8. 11. data analysis, algorithms, graphics, and animation.
  9. 13. (through loops)- The execution of one pass of a loop.
  10. 15. An instrument used for determining direction.
  11. 17. possible values for Boolean are True and False.
  12. 18. The results of the operation of a system. Example - a computer output
  13. 20. An interruption or break in a signal or transmission from one device to another.
  14. 21. A numerical amount defined in an algebraic equation.
  15. 23. handler- A block of code that is triggered when a certain event happens.
  16. 27. programming- Two people working together to create a computer program. One person, called the driver, writes the code and explains the logic, while the other person, called the navigator, reviews it and gives feedback.
  17. 28. An ordered set of instructions that are used to carry out a task.
  18. 30. To carry out or put into effect.
  19. 34. scientists- Scientists who apply their knowledge of computation to creating solutions using a computer system.
  20. 35. A chip that processes information and data from input and delivers
  21. 36. diode (LED)- A semiconductor diode that emits light when conducting current.
  22. 37. statement- A command that performs different actions depending on whether a condition is true or false.
  23. 39. (pair programming)- The person who observes or reviews each line of code in a computer program as it is typed when two programmers are working together.
  24. 41. be information or signals produced or delivered.
  25. 42. (design)- Repeating process steps to continuously improve a work product.
  26. 44. science- The science of creating solutions and solving problems using the help of a computer. Some of the areas of focus include software engineering,