Lesson 1 Terms

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Across
  1. 4. ___interface- The visual part of a computer app or operating system, through which an end user interacts with the computing device or software.
  2. 5. ____statement- A command that performs different actions depending on whether a condition is true or false.
  3. 9. A set of instructions that a computer executes to achieve a particular objective.
  4. 10. event____programming- Type of computer programming where the program responds to an input (or trigger).
  5. 12. computer____- The science of creating artifacts and solving problems using the help of a computer. Some of the areas of focus include software engineering, programming, data analysis, algorithms, graphics, and animation.
  6. 15. ___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.
  7. 17. To assign a variable its initial, or first, value.
  8. 18. A block of code that is triggered when a certain event happens.
  9. 19. The writing of compound words (like variable names, procedure names, and file names) by starting each word with a capital letter.
  10. 20. online program we use to design mobile apps.
  11. 23. The layer of an app that the user sees and interacts with.
  12. 24. An incorrect result produced by a computer program.
  13. 25. An ordered set of instructions that are used to carry out a task.
  14. 26. user___event- In a program, an event that is triggered by user interaction with the user interface.
  15. 29. ___editor- Where you "code" your components.
  16. 30. The type of information stored in a variable. Common data types are number, string and boolean.
  17. 31. ___layer- The layer of an app that contains the program that tells the app how to behave.
Down
  1. 1. A flaw in a computer program that causes the program to produce an incorrect result or behavior.
  2. 2. To identify bugs or errors in computer hardware or programs and fix them.
  3. 3. Scientists who apply their knowledge of computation to creating solutions using a computer system.
  4. 6. ____window- where you put the components of the screen and alter their properties.
  5. 7. ___error- issues in a program's code.
  6. 8. An action or occurrence that happens during runtime that will trigger a response or behavior by the software. Examples of events include user-initiated events, such as clicking a button, or external events, such as the device receiving an SMS text message.
  7. 11. The period when a program is running. This begins when a program is opened and ends when the program is closed.
  8. 13. ___application- A type of software application designed to run on a mobile device, such as a smartphone or tablet computer.
  9. 14. 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.
  10. 16. ___programming- A programming environment where updates to a program during development automatically appear on the connected testing device.
  11. 21. ___approach- 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.
  12. 22. The process of reducing complexity by hiding unnecessary details to make it easier to think about a problem.
  13. 27. a simulator that imitates a program or events.
  14. 28. ___logic- A form of mathematics in which an expression is reduced to either true or false.