PLTW Lesson 1

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Across
  1. 3. A flaw in a computer program that causes the program to produce an incorrect result or behavior.
  2. 4. A placeholder in a device’s memory that stores a value a program is using
  3. 5. 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. 8. An ordered set of instructions that are used to carry out a task.
  5. 9. Graphic object that may be moved on-screen or otherwise manipulated.
  6. 11. 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.
  7. 15. A command that performs different actions depending on whether a condition is true or false.
  8. 17. A block of code that is triggered when a certain event happens.
  9. 18. A representative consumer for whom a hardware or software product is designed.
  10. 20. 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.
  11. 21. The layer of an app that the user sees and interacts with.
  12. 22. The period when a program is running. Runtime begins when a program is opened (or executed) and ends when the program is closed.
  13. 23. The writing of compound words by starting each word with a capital letter. Procedures and variables are named using camelCase, but the first word in the name is not capitalized.
  14. 24. A set of instructions that a computer executes to achieve a particular objective.
Down
  1. 1. A command that performs different actions depending on whether a condition is true or false.
  2. 2. A type of software application designed to run on a mobile device, such as a smartphone or tablet computer.
  3. 6. The science of creating solutions 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.
  4. 7. An incorrect result produced by a computer program.
  5. 10. The attempt to find and fix errors in computer hardware or programs.
  6. 12. The layer of an app that contains the program that tells the app how to behave.
  7. 13. A simulator that imitates a program or events.
  8. 14. A form of mathematics in which an expression is reduced to either True or False.
  9. 16. Two people working together to create a computer program.
  10. 19. 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.