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PLTW CSP Key Terms 1.1 Flashcards | StudBud
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PLTW CSP Key Terms 1.1
PLTW CSP Key Terms 1.1
40 terms
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Key Words from 1.1 of PLTW CSP
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1
One method of determining the strength of artificial intelligence.
State Test
Turing Test
2
Process of figuring out why code doesn’t behave as expected and removing bugs to make it work
Gnashing Teeth
Debugging
Modular Code
Executing
3
A prioritized list of user stories, showing short- and long- term goals of a development team.
Product Backlog
Sprint Task List
4
Stores a list of values built up over time and remembers separate individual values.
Best-so-far
Stepper
One-way Flag
Aggregator
5
Stores one item from a list at a time during iteration.
Stepper
Walker
6
The parts of computer that can store data or instruction
Modular Code
CPU
Memory
Monitor
7
Describes everything about how a program exists at a given time; a snapshot of a program.
State
Meta-information
8
Plain-language description of a user’s need for the software under development.
User Stories
Product Backlog
State Test
9
Part of a program that causes an error or undesired output.
Pseudocode
Event
Conditional
Bug
10
Instructions in a program.
Method
Execute
Input
Code
11
Provides a developer with a way to create, run, and debug the program all in one application.
Integrated Development Environment (IDE)
Product Backlog
Flowchart
State Diagram
12
The most common framework for Agile Development.
Scrum
Waterfall
13
Shows the ways that a program could progress from each state to other states.
Method
State Diagram
If-structure
14
A list of small specific tasks to be completed in the scrum method of software development.
Sprint Task List
Product Backlog
15
Variable type that maintains a running total.
aggregator
accumulator
fixed value
walker
16
Stores user input or stores information about a program’s state that changes unpredictably.
Most Recent Variable
Fixed Variable
One-way Flag Variable
Stepper Variable
17
A trigger from the user or from a program that causes a certain part of the program to execute.
State
Event
Scrum
Method
18
A set of instructions grouped together to do something to or with an object.
Method
Script
Pseudocode
Algorithm
19
A variable that counts in an arithmetic sequence, usually counting by ones starting at 0 or 1.
Stepper
Walker
Aggregator
20
The part of the computer that executes one instruction at a time.
Central Processing Unit (CPU)
Agile Design
Method
Integrated Development Environment (IDE)
21
A piece of code that responds to an event.
Algorithm
Event Handler
Memory
Input
22
Evaluates a Boolean expression and executes some code if the expression is true.
Variable
Method
If-structure
Iteration
23
A step-by-step procedure, like a recipe, but often involving decisions.
Algorithm
Iteration
Event
Product Backlog
24
Expression in an if-structure that is evaluated to determine which branch of code to execute.
Input
Event
Algorithm
Conditional
25
Keeps track of a best or worst and updates when a new record best or worst has been reached.
One-way Flag
Best-so-far
Stepper
Accumulator
26
A graphics object that can be moved on top of or behind a background.
Sprite
7-up
27
The effect that a program has on its environment.
Output
Scrum
Memory
Method
28
Stores whether a condition has been true yet.
Best So Far
Walker
One-way flag
Stepper
29
Stores a value that will not change over the course of the entire program.
Aggregator Variable
Fixed Variable
Best So Far Variable
Stepper Variable
30
Precise rules defining how the letters, words, and punctuation of a programming language work.
Syntax
State
Pseudocode
31
Describe why a variable is being used in a program.
Variable Type
Variable Role
32
Data that is used by a program.
Execute
Input
Iteration
Algorithm
33
An outline of the basic ideas behind how algorithms will work.
Pseudocode
Method
34
Information about a program or data file, including date created and author information.
Method Call
Meta-information
Pseudocode
Script
35
Evaluates to either true or false; used in the conditional of an if- structure.
Fixed Variable
String
Boolean Expression
Iteration
36
To run a program or a single instruction.
Output
Code
Execute
Sprite
37
Software development: complete each stage of the design process before beginning the next.
Scrum
Agile
Waterfall
38
A group of code that exists as an independent unit, which is easy to use with other code.
Pseudocode
Modular Code
Algorithm
Method
39
Software development that emphasizes frequent client input to produce better end products.
Waterfall Design
Agile Design
40
Repeating a step-by-step procedure several times.
Branching
Iteration
Method
If-structure