ICT Flashcards

1
Q

Software development cycle

A

a formal set of processes followed to plan, design, create and test a system

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2
Q

Test

A

to make sure a section of code runs correctly

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3
Q

Interative

A

a program that has both input and output for the user

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4
Q

Interface

A

the part of the program that lets the user input data and that produces output for the user

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5
Q

Input

A

putting data into a computer

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6
Q

Output

A

data being given from a computer

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7
Q

Analogue

A

data in the real world

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8
Q

Digital

A

data in a computer that is stored in 1s and 0s

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9
Q

Data capture

A

gathering data from the real world and turning it into a form the computer understands

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10
Q

Feedback

A

the input changes the program which then produces output and the output becomes the new input in the program

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11
Q

Broadcast

A

sending a message in Scratch that other sprites can see and then react to

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11
Q

Variable

A

a space in a memory where you can store data temporarily

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12
Q

Selection

A

when a section of code runs depending on a condition

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12
Q

Operator

A

a command that goes between 2 values or variables

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13
Q

Validate

A

to check if the data entered is reasonable or within limits or bounds

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14
Q

Dry-run

A

follow a piece of code without using a computer, read each line and do what it says to see if it works

15
Q

Normal data

A

The data that you expect to be entered and should be allowed

16
Q

Extreme data

A

this is allowed but at edge of what is allowed

17
Q

Erroneous data

A

incorrect data that should not be allowed

18
Q

De-bug

A

to find errors in a program so they can be fixed

19
Q

Abstraction

A

Taking a real-life problem and turning it into a plan that can be created by a computer

20
Q

How can you debug a program?

A
  1. Dry-running the program
  2. Recording each event that happened
21
Q

What are the 4 columns a test table should have

A
  1. Item being tested
  2. Input
  3. Expected result
  4. Did it work?
22
Q

How can you test a program?

A

By using a test table

23
Q

How can you predict the outcome of a program?

A

By dry-running it

24
Q

How can you make a abstract plan?

A

By identifying you inputs, outputs, and processes for the program

25
Q

Flowchart

A

A diagram used to plan the steps of a program using symbols

26
Q

Costumes

A

The amount of images the Sprite has

27
Q

What are the 4 options to add a new costume?

A
  1. Use a pre-existing Sprite 🐱
  2. Draw a new Sprite🖌️
  3. Upload a file📂
  4. Take a photo📸
28
Q

What are the 2 ways to validate information of scratch?

A
  1. If the operation is valid it will say the first command, if not it wil say the second command
  2. Repeating the question or a statement until a valid answer is given
29
Q

How can you ask questions in scratch?

A

By using the “ask ‘what’s your name?’ and wait” button in the sensing menu

30
Q

What is the difference between ‘if then’ and ‘if then else’?

A

For ‘if then’ if the answer is true or has happened, the command inside will run, if not nothing will happe. For ‘if then else’ of the answer is true or has happened the first command wil run, if not the second command will run

31
Q

How many answers does an ‘if’ statement have?

A

2 (yes and no)

32
Q

How can you store data permanently?

A

By saving it into a file

33
Q

A computer only understands _________ data

A

Digital