Unit 1 Flashcards

1
Q

Computer Science

A

The study of computers and computation.

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2
Q

Computer

A

A device used to store and process data (usually in binary form) according to instructions given to it by a program.

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3
Q

Program

A

A statement or series of statements that a computer executes to produce a desired behavior.

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4
Q

Hardware

A

The physical portion of a computer system.

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5
Q

Software

A

The digital portion of a computer system.

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6
Q

Computing Innovation

A

The creation of new ideas, technologies, and approaches in computer science.

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7
Q

Programming Language

A

A system of notation for writing computer programs.

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8
Q

Low-Level Language

A

Programming languages that are easily understood by computers but not by humans.

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9
Q

High-Level Language

A

Programming languages that are easily understood by humans which are then translated into lower-level languages.

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10
Q

Parameters

A

A kind of variable that is passed to a function when it is called.

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11
Q

Syntax

A

The rules that define how programming languages must be written.

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12
Q

Syntax Error

A

An error that occurs when a program doesn’t follow the programming language’s syntax.

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13
Q

Logic Error

A

An error that occurs when a program runs but doesn’t output the desired result.

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14
Q

Runtime Error

A

An error that occurs when a program takes too long to process

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15
Q

Debugging

A

The act of removing errors and bugs within a program.

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16
Q

Avatar

A

An icon, character, or sprite that is used to represent a user.

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17
Q

Algorithm

A

A set of rules or instructions used to get the solution to a problem.

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18
Q

Code Comments

A

Comments left within a program that have no effect on how the program runs.

19
Q

Pseudocode

A

Code that is written to be more understandable and outline what one wants a program to do. It is usually a mix of human and programming languages and can’t be used as actual code.

20
Q

Abstraction

A

The process of removing unnecessary elements from a program or code.

21
Q

Java

A

A high-level, object-oriented programming language.

22
Q

Java Classes

A

Classes are templates that define the structure and behavior of objects in Java.

23
Q

Java Objects

A

Java objects are instances of a class created using a “new” keyword. Each Java object has its own set of data and can use the methods defined in its class to perform different actions.

24
Q

Java Main Method

A

The main method is the entry point of a standalone Java application, as when you run a Java program, the main method is invoked and the instructions in it are executed.

25
Q

Is indentation required for Java?

A

No, but indentation may help with visibility.

26
Q

User-Defined Identifiers

A

Names created by a programmer to identify Java classes, methods, variables, and other entities in code.

27
Q

Curly Braces

A

{The parentheses that are used to define a block of code.}

28
Q

Compile & Run

A

The process of converting human-readable code into bytecode and running it on the host machine.

29
Q

Turtle Methods

A

A Java library that uses a turtle sprite to draw like a pen.

30
Q

Turtle Graphics Window

A

The graphics window where the turtle draws and executes its code.

31
Q

t.forward(x);

A

The turtle moves forwards x pixels.

32
Q

t.right(x);

A

The turtle turns right x degrees.

33
Q

t.left(x);

A

The turtle turns left x degrees.

34
Q

t.setheading(x);

A

the turtle turns to face in the direction x. This can be inputted via navigational directions or degrees on a circle.

35
Q

t.setpencolor(x); and t.setpc(x);

A

The turtle and its pen trail turn the color x.

36
Q

t.showturtle(x);

A

The turtle becomes visible if not already visible.

37
Q

t.hideturtle(x);

A

The turtle becomes invisible if not already invisible.

38
Q

t.pendown(x);

A

The turtle puts its pen down and draws when it moves if the pen is not already down.

39
Q

t.penup(x);

A

The turtle lifts its pen and doesn’t draw when it moves if the pen is not already up.

40
Q

t.setxy(x, y);

A

The pen moves to the coordinates (x, y) on the turtle graphics window.

41
Q

t.setshape(x);

A

The shape of the turtle’s pen trail changes to x.

42
Q

t.setpensize(x);

A

The turtle’s pen width changes to one plus x pixels on both sides.

43
Q

t.arc(x, y);

A

The turtle draws in a circle x degrees long with a radius of y.

44
Q

t.ellipse(x);

A

The turtle creates an ellipse with the size x.