| Term | Definition |
|---|---|
| bias | Prejudice or systematic error in computing innovations that can result from algorithms or data, reflecting existing human prejudices. |
| collaboration | The process of working together with others to develop computing innovations that benefit from diverse talents and perspectives. |
| communication | The exchange of information between developers and users to understand needs and incorporate diverse perspectives into computing innovations. |
| computing innovation | A new or improved computer-based product, service, or concept that includes a program as an integral part of its function, which can be physical, nonphysical software, or a nonphysical concept. |
| conflict resolution | The process of addressing and resolving disagreements or disputes that arise during collaboration. |
| consensus building | The process of working toward agreement among team members on decisions and goals. |
| consultation | The process of seeking input and advice from users and stakeholders during the development of computing innovations. |
| diversity of talents and perspectives | The range of different skills, experiences, and viewpoints that team members bring to the development of a computing innovation. |
| feedback | Information or comments provided by others to evaluate, critique, or improve ideas, code, or documents. |
| interpersonal skills | Abilities used to interact effectively with others, including communication, consensus building, conflict resolution, and negotiation. |
| negotiation | The process of discussing and reaching agreement on terms, decisions, or compromises within a collaborative team. |
| pair programming | A collaborative development practice where two programmers work together at the same workstation, with one writing code and the other reviewing it in real-time. |
| Term | Definition |
|---|---|
| audio output | Program output in the form of sound or music produced by a device. |
| code segment | A portion of a program consisting of one or more lines of code that performs a specific function. |
| computing innovation | A new or improved computer-based product, service, or concept that includes a program as an integral part of its function, which can be physical, nonphysical software, or a nonphysical concept. |
| creative expression | The use of computing innovations to create, communicate, or share ideas, art, or other forms of human expression. |
| event | An action associated with input data that is supplied to a program, such as a key press or mouse click. |
| event-driven programming | A programming approach where program statements are executed when triggered by events rather than through sequential flow of control. |
| execution | The process of running a program or code segment on a computer. |
| program | A collection of program statements that performs a specific task when run by a computer; also referred to as software. |
| program behavior | How a program functions during execution, often described by how a user interacts with it. |
| program input | Data in various forms (tactile, audio, visual, or text) that is sent to a program for processing. |
| program output | Any data sent from a program to a device, which can take various forms such as tactile, audio, visual, or text. |
| program state | The current values and conditions of a program's internal variables and data at any given time. |
| program statements | Individual instructions or commands that make up a program or code segment. |
| purpose | The intended goal or function of a computing innovation, such as solving a problem or enabling creative expression. |
| tactile output | Program output that can be felt or perceived through touch, such as vibrations or haptic feedback. |
| text output | Program output in the form of written characters or strings displayed to the user. |
| visual output | Program output displayed on a screen or device that can be seen, such as images, graphics, or animations. |
| Term | Definition |
|---|---|
| acknowledge | To formally recognize and credit the source or author of code segments used in a program. |
| code segment | A portion of a program consisting of one or more lines of code that performs a specific function. |
| collaborative | Developed or created jointly with other programmers or sources. |
| comments | A form of program documentation written into the program to be read by people that does not affect how a program runs. |
| design phase | The stage in program development where the approach to accomplishing a program specification is outlined and planned. |
| designing | A phase of program development where developers plan the structure and approach for solving the problem. |
| development process | A systematic approach to creating a program that may be ordered and intentional or exploratory in nature. |
| functional components | Individual parts of a program designed to perform specific functions or operations. |
| incremental development process | A development process that breaks a problem into smaller pieces and ensures each piece works before integrating it into the whole program. |
| investigating and reflecting | A phase of program development where developers examine the problem, gather information, and think critically about requirements and solutions. |
| investigation | The process of gathering information to understand program requirements, constraints, and the needs of users. |
| iterative development process | A development process that involves repeated cycles of refinement and revision based on feedback, testing, or reflection, which may require revisiting earlier phases. |
| module | Distinct, self-contained components of a program that can be organized and developed separately. |
| origin | The source or starting point of code, including where it came from or who originally created it. |
| program constraints | Limitations or restrictions that affect how a program can be designed and developed. |
| program documentation | A written description of the function of a code segment, event, procedure, or program and how it was developed. |
| program requirements | The specifications and conditions that define what a program must accomplish and how it should behave. |
| program specification | A detailed definition of the requirements that a program must meet. |
| prototyping | A phase of program development where developers create a preliminary version of the program to test ideas and concepts. |
| storyboarding | A planning technique used during the design phase to visualize the sequence of user interactions and program flow. |
| testing | A phase of program development where developers verify that the program works correctly and meets requirements. |
| testing strategy | A plan developed during the design phase that outlines how a program will be tested to ensure it meets its requirements. |
| user interface | The visual and interactive elements of a program that allow users to interact with and control the application. |
| user testing | A method of investigation where actual or potential users interact with a program to provide feedback on its functionality and design. |
| Term | Definition |
|---|---|
| algorithm | Step-by-step procedures or sets of rules designed to solve a problem or accomplish a task. |
| debuggers | Software tools that help programmers find and correct errors by allowing them to step through code execution and inspect variables. |
| defined inputs | Specific, predetermined data values used to test an algorithm or program. |
| expected behaviors | The correct or anticipated actions and responses that an algorithm or program should exhibit when executed. |
| expected outputs | The correct or anticipated results that an algorithm or program should produce for given inputs. |
| extremes | The minimum and maximum boundary values of input data used in testing to verify program behavior at limits. |
| hand tracing | A debugging technique where a programmer manually follows the execution of a program step-by-step to identify errors. |
| logic error | A mistake in an algorithm or program that causes it to behave incorrectly or unexpectedly. |
| overflow error | An error that occurs when a computer attempts to handle a number that is outside of the defined range of values. |
| program | A collection of program statements that performs a specific task when run by a computer; also referred to as software. |
| program input | Data in various forms (tactile, audio, visual, or text) that is sent to a program for processing. |
| program requirements | The specifications and conditions that define what a program must accomplish and how it should behave. |
| run-time error | A mistake in a program that occurs during the execution of a program. |
| syntax error | A mistake in a program where the rules of the programming language are not followed. |
| test cases | Specific inputs and expected outputs used to verify that a program behaves correctly. |
| testing | A phase of program development where developers verify that the program works correctly and meets requirements. |
| visualizations | Graphical representations of program execution or data structures used to identify and understand errors. |