Q1 Lessons 1, 2, and 3 Flashcards
What is the visual and block-based programming language developed by Lifelong Kindergarten group of the Massachusetts Institute of Technology (MIT) Media Lab?
Scratch
The forerunner of Scratch was the LEGO programming language by ___ during the 1970s
Seymour Papert
It was a language that allowed users to control a robots movement using move or turn commands.
LEGO programming language
Scratch derived its name from ____, a technique used by the disc jockeys to mix music.
Scratching
The desktop version of Scratch was released in
2003
The latest version, ___ was released in January 2019
Scratch 3.0
Scratch 3 is also known as
Scratch Offline Editor
This ___ is the default sprite and the mascot of Scratch.
Cat
Is any character in scratch that follow a set of information or commands.
Sprite
Is where the program happens or where the sprites move and follow instructions.
Stage
Stage has a length of ____ steps and width of ___ steps.
360 and 480 steps
The stage also follows the
x- and y-coordinate system
Shows all the names and thumbnails of the sprites that we will use or have used in the project.
Sprite list
This shows the details of the selected sprite.
Sprite information
This shows the backdrop or background of the stage.
Thumbnail for stage
Is the default background
Plain white backdrop
A file in scratch is called a __, with a .sb2 file extension.
Scratch project
The oldest a scratch project is titled ___, which was uploaded on March 2007.
WEEKEND
This has four (4) options: Choose a Sprite, Paint, Surprise, and Upload Sprite.
Choose a sprite
This shows the thumbnail of the active or currently in use as sprite, when it is highlighted in blue.
Thumbnail for sprite
This has four (4) options: Choose a Backdrop, Paint, Surprise, and Upload Backdrop.
Choose a Backdrop
Is where the coding and editing happens
Code tab
Contains the different blocks
Blocks tab
Is where each block is dragged and stacked or grouped together.
Scripts area
Is found next to the Code tab
Costumes tab
Is found next to the Costumes tab.
Sounds tab
Is found at the topmost area of Scratch.
Toolbar
This direct us to the Scratch website
Logo
This let us choose our language
Globe
This has three (3) options: New, Load from your computer and Save to your computer
File
This has two (2) options: Restore Sprite and Turn on Turbo Mode.
Edit
This shows tips on how to use a Scratch.
Tutorials
Perform the main commands. They have a notch at the top and a bump at the bottom that enable us to stack them on top of each other.
Command or stack blocks
Have around the top and a bump. They are placed at the topmost part of a stack of the script.
Trigger or hat blocks
Do not have any notches or bumps. They do not perform commands. Instead, they hold values.
Function blocks
Have round corners. They called number of string values.
Reporter blocks
Are hexagonal. They hold True or False values.
Boolean blocks
Control how a script is run.
Control blocks
Are C-shaped.
C or wrap blocks
Only have a notch at the top and no bump at the bottom that stops the script.
Cap blocks
Parts of sprite list
Sprite information
Thumbnail for stage
Choose a Sprite
Thumbnail for sprite
Choose a Backdrop
Code tab consists of the two:
Blocks tab
Scripts area
What are the nine categories or pallets of the scratch blocks
- Motion
- Looks
- Sound
- Events
- Control
- Sensing
- Operators
- Variables
- My blocks
Parts of Toolbar
Logo
Globe
File
Edit
Tutorials
4 different shapes or kinds of Scratch blocks
- Command or stack blocks
- Trigger or hat blocks
- Function blocks
- Control blocks
Two kinds of Function blocks
Reporter blocks
Boolean blocks
How many sprites are there in the sprite library?
369 SPRITES
To draw our own sprite, we click the
Paint button
Allows us to store our image as pixels
Bitmap mode
Allows us to have a smoother and geometric image.
Vector mode
Most commonly used blocks in Scratch
Say and think blocks
Most blocks in scratch allow us to change the input in certain boxes, circles, or drop-down menus according to what we specify. These inputs, which we can change later on, are called
Arguments
To start a script on any sprite we use the ___ located on the Events pallette. This is a trigger block that is always at the top of every script.
When Go clicked block
Blocks inside a ___ are looped infinitely. This is found on the Control palette.
Forever block
Direct a sprite to go to a very specific point on the stage. The values in the arguments are the x- and y-coordinates.
Absolute Motion
Such as you move, change, or point can be classified as having ___. Regardless of where the sprite is positioned, it will move a certain number of steps, or point toward a certain direction.
Relative Motion
Is a set of instructions that tells the computer what to do.
Program
Is the process of creating a program
Programming
Refers to the logical sequence of steps or procedures to solve a problem.
Algorithm
Is an algorithm represented in a diagram, with various shapes connected by arrows.
Flowchart
Is a detailed description of an algorithm, displayed in an easily understandable language (usually in English).
Pseudocode
Is used for the computer to understand the program.
Programming language or code
Shows how instructions are performed.
Control structure
What are the three (3) basic control structures?
- Sequential structure
- Conditional (decision-making) structure
- Iterative (looping) structure
Provides general moral guidelines for programming.
Association for Computer Machinery’s Code of Ethics and Professional Conduct
Helps programmers create and develop a program.
Program Development Life Cycle (PDLC)
What are the five phases in PDLC?
- Problem Definition and Analysis
- Algorithm Development
- Coding
- Testing and Debugging
- Maintenance
An educational and scientific computing society, has its list of ethical principles.
Association for Computer Machinery (ACM)
The other term for programming is
Coding
In this phase we determine the problem, need, and output of the problem. Afterward, we identify the requirements needed to solve the problem, such as variables, data input from the user, and the limitations of the program.
Problem Definition and Analysis
After determining the problem and its requirements, we then developed the
Algorithm Development
After developing the program’s algorithm, we proceed to the actual ___ of the program.
Coding
We use ___ to “communicate” with the computer.
Programming language
Examples of programming languages
Phyton
C++
C#
Phyton was created in 1991 by
Guido van Rossum
It is use for web and software development, and web-based applications.
Phyton
Now that the code has been written out, we test if the code works and displays the correct output. If it does the code is correct; otherwise, we take a look at the codes again and checked for errors.
Testing and Debugging
This phase involves users actively using the program. In this phase we can still check for improvements, enhancements, or new problems in the program; thereby repeating the same cycle again.
Maintenance
An instruction is performed sequentially: one (1) after the other. This is the simplest of structures.
Sequential structure
Some instructions may involve decisions or conditions before they are executed; otherwise, another set of instructions is executed.
Conditional (decision-making) structure
A certain set of instructions is repeated or roped in a certain number of times.
Iterative (looping) structure