CH 2 Flashcards

2
Q

algorithm

A

Step-by-step procedure or list of actions to perform a task or solve a problem

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3
Q

argument

A

information sent to a method

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4
Q

asSeenBy argument

A

makes an object move relative to another object

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5
Q

bug

A

errors in computer program, program doesn’t do what it is supposed to do

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6
Q

comment

A

statements in a program that are overlooked when the program is compiled and help the user understand what the program does

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7
Q

control structure

A

Controls the flow and order of a program

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8
Q

Do in order

A

control structure that executes instructions sequentially

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9
Q

Do together

A

control structure that executes instructions simultaneously

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10
Q

duration argument

A

how much time it takes for an instruction to be performed

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11
Q

flowchart

A

graphical representation of a program using shapes and symbols

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12
Q

instruction

A

one statement in a computer program telling the computer what to do

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13
Q

method

A

Manipulates an object, actions performed by an object

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14
Q

move to method

A

this action moves the center of one object to the center of another object

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15
Q

nesting

A

One program statement is written inside another

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16
Q

orient to method

A

changes the direction of an object to have the same orientation/direction as another object

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17
Q

program

A

sequence of instructions that tell a computer what to do

18
Q

property (of an object)

A

values associated with an object such as color and size

19
Q

pseudocode

A

program-like step by step instruction

20
Q

runtime

A

when program is running

21
Q

scenario

A

Problem or task that needs to be solved.

22
Q

state

A

a snapshot of a scene

23
Q

storyboard

A

part of planning process of writing a program, creates a visual or textual way of representing a program

24
Q

style argument

A

describes how a method will be performed

25
Q

syntax

A

the set of rules that define the combinations of symbols that are considered to be correct in a language

26
Q

trial-and-error

A

process of trying a piece of code, then executing it and fixing any mistakes there might be

27
Q

turn to face method

A

turns an object to look at another object

28
Q

vehicle property

A

synchronizes the movement of two objects so that they move or turn together