Unit 0 & Unit 1 Flashcards

1
Q

One of the seven big ideas - the use of the imagination or original ideas

A

Creativity

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2
Q

One of the seven big idea - technique in computing that hides detail, makes more complicated ideas simpler, and collects a bunch of ideas into a single idea

A

Abstraction

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3
Q

One of the seven big ideas - emphasizes how computers are used to analyze data and create new knowledge

A

Data and Information

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4
Q

One of the seven big ideas - the process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer

A

Algorithms

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5
Q

One of the seven big ideas - a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.

A

The Internet

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6
Q

One of the seven big ideas - focuses on how computing and technology has impacted our world positively and negatively

A

Global Impact

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7
Q

The study of the ideas, ways of thinking, languages, software, and hardware needed to solve problems with computers

A

Computer Science

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8
Q

A theoretical period beyond the information age where creativity and imagination will become the primary creators of economic value

A

Imagination Age

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9
Q

A shift in human history from traditional industry to an economy based on information computerization using analysis and thinking - AKA: Digital Age

A

Information Age

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10
Q

A systematic plan or sequence of instructions for a computer to solve a problem

A

Program

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11
Q

The action or process of writing computer programs

A

Programming

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12
Q

Random Access Memory consists of tiny electrical circuits that dynamically store frequently used program instruction to increase speed of the system

A

RAM

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13
Q

The process of source code being translated into machine code

A

Compilation

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14
Q

A program that translates high level, human-readable languages into a corresponding string of 1s and 0s for computer processing

A

Compiler

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15
Q

Short for binary digit - a single binary value, either o or 1

A

Bit

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16
Q

The processor or brains of the computer where calculations take place

A

Central Processing Unit (CPU)

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17
Q

Programs written in high-level languages

A

Source Code

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18
Q

Programs written in machine-level instruction that are uniquely read by computer processors using patterns of 1s and 0s

A

Machine Code

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19
Q

Physical components of a computer built using multiple levels of abstraction, such as transistors, logic gate chips, memory, motherboard, special purpose cards, and storage devices

A

Hardware

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20
Q

Main storage or memory that stores data for quick access by the computer’s processor (RAM)

A

Primary Storage

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21
Q

External/Auxiliary memory such as a USB flash drive, hard drive, etc.

A

Secondary Storage

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22
Q

Machine code that is a direct, low-level translation from the high-level source code, and is pattern of 0s and 1s

A

Binary

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23
Q

One of the two performance tasks on the AP CSP exam, where you’ll create a program of your own

A

Create Performance Task

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24
Q

Understanding the logic and processes computers use to solve problems and run programs

A

Computational Thinking

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25
The process of imagining something that does not yet exist, but that has a potential value, and making it real through the application of design, implementation, and production
Innovating
26
Repeatedly applying a process with the goal of coming closer and closer to a solution
Iteration
27
The process by which computer programs are designed, developed and tested in repeated cycles.
Iterative Development Process
28
To identify and remove errors from a computer program
Debug
29
A process or set of instructions to be followed in calculations or other problems solving operations
Algorithm
30
Executes statements one at a time - in order, one after another
Sequencing
31
Uses "if...then" to tell the sequence that it should be executed
Selection
32
A command statement with a verb phrase that indicates an operation to perform (example: move forward)
Imperative Statement
33
A specific adverb or adjective that further qualifies or limits the meaning of a word (example: left shoe)
Descriptive Qualifier
34
A complex, but structured language, both written and spoken, that has evolved naturally in humans through use, repetition, and adaptation
Natural Language
35
A limited size language, usually developed by a small group for specific purposes. Usually much simpler and structured
Artificial Language
36
Uncertainty or being open to more than one interpretation
Ambiguity
37
A programming language that lets users drag and drop icons into organized blocks of code to create programs rather than typing text
Visual Programming Language
38
A programming language that is easier for humans to read, write, and parse. Guaranteed to be ambiguous.
High-Level Language
39
A programming language that has little to no abstraction and communicates closely to the hardware using machine language. Less natural for humans.
Low-Level Language
40
The process of source code being translated into machine code
Compilation
41
An object in Scratch that performs functions through scripting
Sprite
42
The background of a project in Scratch which can have scripts, backdrops, sound, etc.
Stage
43
the appearance of a sprite
Costume
44
Medium-blue colored blocks used to control a sprite's movement in Scratch
Motion Blocks
45
A block in Scratch with round edges that contains a value (numbers, sentences, etc.) and can be used inside other blocks
Reporter Blocks
46
Purple-colored blocks of code in Scratch that are used to control a sprite's appearance
Look Blocks
47
Light-blue colored Boolean blocks that are used to detect different factors of a project such as touching
Sensing Blocks
48
Light-green colored blocks of code used to handle strings of math equations in Scratch
Operator Blocks
49
Blocks of code that trigger corresponding behavior (example: Green Flag - starts program)
Events
50
When blocks of code are executed at a given time by communicating (or broadcasting) a message.
Broadcast
51
User interaction with a program via clicking, mouse movement, or keyboard entry.
Input
52
When the computer "stores" or needs to remember to execute a program
Storage
53
A description of what the computer is doing or the values of variables at any given moment
State
54
A descriptor used to describe the state, such as the x- or y- position
Attributes
55
The program code and current activity that is being executed in a computer program.
Process
56
The x and y coordinates on the stage in Scratch
Position
57
A variable for a particular value or attribute
Placeholder
58
A placeholder to store a particular value or attribute such as x and y in an algebraic equation or calculation
Variable
59
A whole number; a number that is not a fraction that is used in programs
Integer
60
A single letter, digit, or symbol that can be a type of variable
Character
61
A series of characters at any length. Can be a type of variable
String
62
A variable to represent true or false
Boolean Values
63
Lists of other variables
Array
64
A number that may have digits after the decimal place. Can be a type of variable
Floating Point Number
65
Creating variables in a programing language
Declaring Variables