Chapters 1-3 Terms – Flashcards
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follows instruction to perform a task
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This is what a computer device does...
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program
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this a set of instructions that the computer follows
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algorithm
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this is a set of well-defined logical steps that must be taken in order to perform a task
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machine language
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this is the only language that a computer understands
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binary
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this is a number that consists of only 1's and 0's
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a programming language
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a program written in this is much easier for people to understand than a program written in machine language
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complier
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this translates a program into machine language
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key words
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these are the words that make up a programming language
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syntax
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this is a set of rules that must be strictly followed when writing a program
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syntax error
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if a program contains even one of these, it cannot be translated into an executable program
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object tree
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this is the part of the Alice environment that holds a list of all the objects in the world
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properties
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each object in an Alice world has these, which are values that specify the object's characteristics
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methods
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this is a set of programming statements that an object can execute
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class
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this is a description of a particular type of object; you can think of it as a blueprint that objects may be created from
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instance of a class
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in programming terminology, this is what objects are called
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bounding box
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this is a yellow box that appears around an object to indicate that it is selected
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details panel
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this is the part of the Alice environment where an object's properties are displayed
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six
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this is how many degrees of freedom objects in a 3D world have
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center point
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this is what an object turns around when you rotate it
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forward
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when an object is selected you see three axes displayed in or near the object, which indicate the objects orientation. This is the direction in which the blue axis points.
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primitive methods
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this what all objects in an Alice world have
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first- direction, second- distance/amount
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the primitive move method requires two arguments. What are they?
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calling the method
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when programmers execute a method, which is what they commonly say they are doing..
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argument
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this is a piece of information that a method requires in order for it to execute
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custom
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this is a method that only objects of a specific class have
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camel Case
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this is the naming convention in which monkeySee is written
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Pascal Case
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this is the naming convention in which WhiteRabbit is written
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camel Case
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this is the naming convention in which object names and method names should be written
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Pascal Case
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this is the naming convention in which class names are written
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pseudocode
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this is a way of writing out the steps of an algorithm in English
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flowchart
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this is a graphical diagram that depicts the steps in a diagram
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logical error
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this is a mistake that does not prevent the program from running, but causes it to produce incorrect results
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comment
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this is a note of explanation that is inserted into a program
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Do together
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this is a structure that causes a group of instructions to be executed simultaneously
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Do in order
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this is a structure that causes a group of instructions to be executed in the order that they appear inside the structure
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a method
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This is what a local variable belongs to
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the variables type is number
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What is meant when the characters 123 appear on a variable tile?
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set instruction
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This type of instruction changes the contents of a variable
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a variable assignment
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This is what an instruction that set s a variable to a value is often called.
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a function returns a value back to the instruction that called the function
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This is the difference between a method and a function
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ask user for a number
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This world function allows the user to enter a number, and returns that number
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distance to
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This primitive function returns the distance from one object's center point to another object's center point.
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*
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This symbol is used as the multiplication operator in most programming languages
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ask user for a string
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This world function allows the user to enter a string, and returns that string.
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string concatenation
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This is what joining two strings is also known as
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the a joined with b function
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What world function do you use to join two strings?
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the what as a string function
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What world function do you use to convert a non-string object to a string?
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computer
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a device that follows instructions for manipulating and storing data
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speed slider control
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how do you control the speed at which a world is played
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world view window
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what part of the Alice environment displays a view of the world, as seen through the camera?
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tile
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graphical building blocks, into an editor fully functional programming statements that you can easily customize
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color property and opacity
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what is the name of the property that determines an objects color? what is the name of the property that determines whether you can see through an object?
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class
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a description of a particular type of object, written in programming statements
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classes
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what is stored in the Alice galleries
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scene editor mode
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when you click the "add objects" button, what mode does Alice go into?
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object, its lowercase
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In an Alice world, would the word dog be the name of a class, or the name of an object? how can you tell?
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detail panel
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in what area of the alice environment do you select an objects properties
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up and down button
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which mouse mode button is not displayed when in quad view mode?
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Pascal Case
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what naming convention are class names written
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camel Case
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what naming convention should you use for object names? for method names?
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variable
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a storage location that is represented by a name
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string
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a sequence of characters
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local variable
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belongs to a specific method. It can be used only by the method the variable belongs to. When a method stops executing, it cease to exist in memory.
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Parameter variables
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variable is used to hold an argument that is passed to a method when the method is called.
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Class-level variables
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like a property that belongs to a specific object
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World-level variables
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A world -level variable is like a property that belongs to the world.
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name
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must be unique within method, must be meaningful, must use camelCase convention
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function returns a value back to the instruction that called it, and a method does not.
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The difference between a function and a method
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Ask User Functions
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When asking the user for a value, you must use the World's
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proximity
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These functions return values indicating the object's proximity to other objects
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size
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return values pertaining to the size of the object
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Spatial relation
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return values indicating the object's position relative to other objects
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dot notation
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commonly used by object oriented programming languages to distinguish an object from its methods, properties, functions, etc.
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move to
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moves centerpoint of object to centerpoint of second object (this one is passed as an argument)
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orient to
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aligns axes of object so that all three point in the same directions as the axes of the second object (passed as an argument)
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point at
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object is tilted so that is forward axis is aiming at the second object's center point (passed as an argument)
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set point of view to
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makes location and orientation of object match the location and orientation of second object.