Unit 3: Intro to Programming

Unit 3: Intro to Programming

9th - 12th Grade

20 Qs

quiz-placeholder

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Unit 3: Intro to Programming

Unit 3: Intro to Programming

Assessment

Quiz

Computers

9th - 12th Grade

Practice Problem

Medium

Created by

Sam Kelso

Used 133+ times

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20 questions

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1.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

Abstraction

a simplified representation of something more complex; allows you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
An extra piece of information that you pass to the function to customize it for a specific need.
a classic method for learning programming with commands to control movement and drawing of an on-screen robot
Application Program Interface: a collection of commands made available to a programmer
Putting commands in correct order so computers can read the commands.

2.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

Algorithm

A precise sequence of instructions for processes that can be executed by a computer
To repeat in order to achieve, or get closer to, a desired goal.
Application Program Interface: a collection of commands made available to a programmer
Putting commands in correct order so computers can read the commands.
Repeating actions that have a predetermined beginning, end, and increment (step interval)

3.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

API

Application Program Interface: a collection of commands made available to a programmer
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.
the optimal time a program takes to run on a computer, the optimal time or number of people required to create, the optimal number of resources required to run, etc
a classic method for learning programming with commands to control movement and drawing of an on-screen robot
aka "stepwise design", a problem solving approach in which you break down a system to gain insight into the sub-systems that make it up.

4.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

Blocks

pieces of code that you use to solve a problem.
a classic method for learning programming with commands to control movement and drawing of an on-screen robot
Putting commands in correct order so computers can read the commands.
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.
the optimal time a program takes to run on a computer, the optimal time or number of people required to create, the optimal number of resources required to run, etc

5.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

Documentation

a description of the behavior of a command, function, library, API, etc.
pieces of code that you use to solve a problem.
a collection of commands / functions, typically with a shared purpose
To repeat in order to achieve, or get closer to, a desired goal.
A base-16 number system that uses sixteen distinct symbols 0-9 and A-F to represent numbers from 0 to 15.

6.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

Efficiency

the optimal time a program takes to run on a computer, the optimal time or number of people required to create, the optimal number of resources required to run, etc
parts of a problem's solution (the overall goal); helps you focus on figuring out which block(s) you need rather than trying to solve the whole problem at once.
A precise sequence of instructions for processes that can be executed by a computer
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.
The action of doing something over and over again.

7.

MULTIPLE CHOICE QUESTION

10 sec • 1 pt

For Loop

Repeating actions that have a predetermined beginning, end, and increment (step interval)
a named group of programming instructions; reusable abstractions that reduce the complexity of writing and maintaining programs
A base-16 number system that uses sixteen distinct symbols 0-9 and A-F to represent numbers from 0 to 15.
A precise sequence of instructions for processes that can be executed by a computer
Application Program Interface: a collection of commands made available to a programmer

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