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Computer Science Principles Unit 5 Part 1

Total questions: 15

Worksheet time: 8mins

Name
Class
Date
1.

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.

a)

Callback function

b)

Event-driven program

c)

Event handling

d)

UI Elements

2.

An action that causes something to happen.

a)

Event listener

b)

Event-driven program

c)

Event

d)

User Interface

3.

A program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)

a)

Event-driven program

b)

Event

c)

Event handling

d)

Event listener

4.

An overarching term for the coding tasks involved in making a program respond to events by triggering functions.

a)

Event

b)

Event-driven program

c)

Event listener

d)

Event handling

5.

a command that can be set up to trigger a function when a particular type of event occurs on a particular UI element.

a)

Event

b)

Event handling

c)

Event listener

d)

UI Elements

6.

On-screen objects, like buttons, images, text boxes, pull down menus, screens and so on.

a)

UI Elements

b)

User Interface

c)

Callback function

d)

Event

7.

The visual elements of a program through which a user controls or communicates with the application. Often abbreviated UI.

a)

Event handling

b)

UI Elements

c)

User Interface

d)

Callback function

8.

Finding and fixing problems in an algorithm or program.

a)

Event handling

b)

Debugging

c)

Event-driven program

d)

User Interface

9.

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"

a)

Event

b)

Data Type

c)

Expression

d)

Variable

10.

Any valid unit of code that resolves to a value.

a)

Event listener

b)

Expressive Code

c)

Data Type

d)

Expression

11.

A placeholder for a piece of information that can change.

a)

Number

b)

Variable

c)

Data type

d)

Variable handler

12.

The equality operator is used to compare two values, and returns a Boolean (true/false).

a)

==

b)

=

c)

/_

d)

/=

13.

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.

a)

Global Handler

b)

Global Scope

c)

Global Variable

d)

Global Container

14.

The common programming structure that implements "conditional statements".

a)

If-Then Statement

b)

Local Variable

c)

If-Variable

d)

If-Statement

15.

Dictates what portions of the code can "see" or use a variable, typically derived from where the variable was first created.

a)

Variable Scope

b)

Global Variable

c)

Local Variable

d)

Variable Statment