Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

AP CSP2

AP CSP Words to Know II

TermDefinition
Algorithm A precise sequence of instructions for processes that can be executed by a computer
API a collection of commands made available to a programmer
Bandwidth Transmission capacity measure by bit rate
Documentation a description of the behavior of a command, function, library, API, etc.
for loop A typical looping construct designed to make it easy to repeat a section of code using a counter variable. The for loop combines the creation of a variable, a boolean looping condition, and an update to the variable in one statement.
Function A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.
High Level Programming Language A programming language with many commands and features designed to make common tasks easier to program. Any high level functionality is encapsulated as combinations of low level commands.
Iterate To repeat in order to achieve, or get closer to, a desired goal.
Library a collection of commands / functions, typically with a shared purpose
Loop The action of doing something over and over again.
Low Level Programming Language A programming language that captures only the most primitive operations available to a machine. Anything that a computer can do can be represented with combinations of low level commands.
Pair Programming A method of programming in which two programmers write code using a single computer. One programmer actually writes the code while a second keeps track of the big picture, catching errors, and making suggestions.
Parameter An extra piece of information passed to a function to customize it for a specific need
Selection A generic term for a type of programming statement (usually an if-statement) that uses a Boolean condition to determine, or select, whether or not to run a certain block of statements.
Sequencing Putting commands in correct order so computers can read the commands.
Top Down Design a problem solving approach (also known as stepwise design) in which you break down a system to gain insight into the sub-systems that make it up.
Turtle Programming a classic method for learning programming with commands to control movement and drawing of an on-screen robot called a "turtle".
== The equality operator (sometimes read equal equal) is used to compare two values, and returns a Boolean (true/false). Avoid confusion with the assignment operator "=",
Array A data structure in JavaScript used to represent a list.
Boolean Expression in programming, an expression that evaluates to True or False.
Boolean A single value of either TRUE or FALSE
Callback function a function specified as part of an event listener; it is written by the programmer but called by the system as the result of an event trigger.
Canvas a user interface element to use in HTML/JavaScript which acts as a digital canvas, allowing the programmatic drawing and manipulation of pixels, basic shapes, figures and images.
Concatenate to link together or join. Typically used when joining together text Strings in programming (e.g. "Hello, "+name)
Conditionals Statements that only run under certain conditions.
Data Type All values in a programming language have a "type" - such as a Number, Boolean, or String - that dictates how the computer will interpret it. For example 7+5 is interpreted differently from "7"+"5"
Debugging Finding and fixing problems in an algorithm or program.
Event handling an overarching term for the coding tasks involved in making a program respond to events by triggering functions.
Event listener a command that can be set up to trigger a function when a particular type of event occurs on a particular UI element.
Event An action that causes something to happen.
Event-driven program a program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)
Expression Any valid unit of code that resolves to a value.
For Loop Loops that have a predetermined beginning, end, and increment (step interval).
Global Variable A variable whose scope is "global" to the program, it can be used and updated by any part of the code. Its global scope is typically derived from the variable being declared (created) outside of any function, object, or method.
If-Statement The common programming structure that implements "conditional statements".
Key Event in JavaScript an event triggered by pressing or releasing a key on the keyboard. For example "keyup" and "keydown" are event types you can specify.
List A generic term for a programming data structure that holds multiple items.
Local Variable A variable with local scope is one that can only be seen, used and updated by code within the same scope. Typically this means the variable was declared (created) inside a function -- includes function parameter variables.
Models and Simulations a program which replicates or mimics key features of a real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life.
Return Value A value sent back by a function to the place in the code where the function was called form - typically asking for value (e.g. getText(id)) or the result of a calculation or computation of some kind.
String Any sequence of characters between quotation marks (ex "hello", "42", "this is a string!").
UI Elements on-screen objects, like buttons, images, text boxes, pull down menus, screens and so on.
User Interface The visual elements of a program through which a user controls or communicates with the application. Often abbreviated UI.
Variable Scope dictates what portions of the code can "see" or use a variable, typically derived from where the variable was first created. (See Global v. Local)
Variable A placeholder for a piece of information that can change.
while loop a programming construct used to repeat a set of commands (loop) as long as (while) a boolean condition is true.
Created by: damato
Popular Computers sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards