HT5: Mobile App Development
Keyword | Definition |
---|---|
algorithm | step by step instructions to solve a problem (which may or may not involve a computer) |
decomposition | breaking down a problem into smaller subproblems so that each part can be more easily solved |
problem | the purpose of a program (what it's trying to achieve) |
program | algorithm that has been turned into code which can be executed on a computer |
subproblem | a smaller part of the main problem that a program is trying to solve |
Keyword | Definition |
---|---|
button | a GUI element which you can click on to trigger an event in code |
checkbox | a GUI element that the user can use to select multiple options |
GUI | graphical user interface than can be controlled by touch or a mouse pointer |
image | a GUI element that can be used to display pictures |
label | a GUI element which can display text to the user, but which they can't type into |
radio button | a GUI element that the user can use to select one of many options |
slider | a GUI element that can be used to set a number to anything between a minimum and maximum value |
text input | a GUI element which the user can type into |
Keyword | Definition |
---|---|
event | something that triggers code to be run in an app (e.g. clicking on a button) |
GUI element | a graphical user interface control that the user can see and interact with on the screen of an app |
property | something that can changed to customise a GUI element (such as the position or size) |
Keyword | Definition |
---|---|
event | something that triggers code to be run (such as when a user presses a button) |
event driven | a type of programming where code is triggered by events which might happen at any time when the app runs rather than running all the code in order as soon as the app starts |
programming environment | the tools used to put an app together (e.g. code.org app lab) |
user | the person who uses an app |
user input | allowing the user to enter something in to an app (like their name) |
Keyword | Definition |
---|---|
assignment | setting the value of a variable |
event driven | a style of program which responds by running code when the user triggers an event (e.g. pressing a button) |
identifier | the name of a variable which describes the data the variable stores |
property | data which can control an aspect of a UI element such as the position or colour |
UI element | user interface control such as a button, slider, or text box |
value | the data stored inside a variable |
variable | a named location in memory that can store a value which might change when a program runs |
Keyword | Definition |
---|---|
application | an app designed to do something fun or useful for a user |
develop | design a user interface and add code to control its behaviour |
functionality | something useful that an app can do |
user interface | the way that a user can control an app and see its output |
Keyword | Definition |
---|---|
block based | a type of programming language like code.org app lap or scratch that lets you drag code scripts together to make programs |
bug | a problem with some program code |
debug | find and fix problems with program code |
logic error | a type of bug where the programmer writes code to follow the wrong logic or make the wrong calculations (e.g. add instead of subtract) |
runtime error | a type of bug where the program runs and then crashes because it tries to do something impossible (like load a webpage which doesn't exist) |
syntax error | a type of bug where the program will not run because the programmer has broken the rules of the language (e.g. not connected blocks together or spelt something important wrong) |
text based | a type of programming language like javascript or python that gives you complete control over what code you type |
Keyword | Definition |
---|---|
assignment | setting the value of a variable |
GUI element | a graphical user interface object such as a button or text box |
identifier | the name of a variable which describes the data it stores |
object | a collection of data stored in the same variable (such as a GUI element with different properties like x, y, width and height) |
value | the data stored in a variable |
variable | a named memory location which stores a value which might change when a program runs |
Keyword | Definition |
---|---|
desired features | a description of what the stakeholder thinks would be great if the app (or creative project) could do (but isn't absolutely necessary) |
essential features | a description of what the stakeholder says the app (or creative project) absolutely must do |
functionality | how much of what an app is supposed to do actually works |
purpose | what the app (or creative project) is designed to achieve |
robustness | how well the app works without crashing or doing anything unexpected |
stakeholders | one or more people or groups of people who will use the app or creative project |
success criteria | a detailed list of what the app (or creative project) needs to be able to do |
target audience | the people who will be using an app or creative project |
usability | how easy to use an app is |
Keyword | Definition |
---|---|
decomposition | breaking down a larger problem into more manageable steps |
function | a useful section of code which can have a name and be reused as many times as you like |
function call | the code that actually makes a function execute (run) |
function definition | the code that tells the program what a function will do when it runs |
parameter | data that goes into a function to customise how it works |
problem | the challenge that a program is designed to solve |
return value | data that comes out of a function to be used or stored by the part of the program which called the function |
subproblem | a smaller part of the problem that a program is designed to solve |
Keyword | Definition |
---|---|
block based | type of programming language that lets you drag code blocks together to make a program |
debug | finding and fixing bugs/mistake in code |
execute | run a program |
programming language | a way of describing what a program should do that can be understood by both a human and a computer |
sequence | more than one instruction which will be executed in a specific order |
text based | type of programming language that lets you type out any code to make a program |
Keyword | Definition |
---|---|
block based | type of programming language which allows you to drag blocks together to create a program |
condition | an expression which results in a value of either True or False |
expression | a combination of values, variables, function calls and operators |
function call | an instruction to execute a subprogram (function) and return the result |
operators | symbols that tell a program to perform an operation (e.g. add or subtract) |
programming language | a way of describing what a program should do that is readable by both a human and a computer |
selection | using a condition to decide which code to execute next in a program (e.g. If [condition] then [do this] ) |
text based | type of programming language which allows you to type out exactly what a program will do |
variable | a named memory location which stores a value which may change when a program runs |
Keyword | Definition |
---|---|
functionality | whether or not your app does what it is supposed to |
purpose | what your app is designed to achieve |
reliability | how frequently your app does what it is supposed to (rather than giving the wrong result) |
robustness | how good your app is at not crashing, especially when something unexpected happens |
stakeholders | individuals or groups of people who want to be able to use your app for themselves or their customers |
target audience | the people who will end up using your app whose age, gender, interests, language and preferences you should take into account |
usability | how easy to use your app is |
Keyword | Definition |
---|---|
feedback | comments from stakeholders and test user explaining what they liked and didn't like about your program |
functionality | how well your program meets your success criteria to do what it is supposed to do |
maintenance | how easy your code can be improved and fixed in the future |
readability | how well commented your code is and how well your choice of variable names describe the data that the variables store |
stakeholders | individuals or groups of people who are interested in seeing your program succeed. |
success criteria | a detailed list of what you wanted your program to be able to do |
testing | comparing and recording what you want your program to do with what actually happens |