COMPUTER 10 1stLT
Iterative (looping) Structure
A certain set of instructions is repeated or looped in a certain number of times.
Program Development Life Cycle (PDLC)
A guide that programmers follow that help them create and develop any type of program.
Sequential Structure
An instruction is done one (1) after the other. This is the simplest of structures.
Blocks tab
Contains different blocks and is located in the Code tab.
Problem Definition and Analysis
In this phase, we determine the problem, need, and output of the problem. Afterward, we identify the requirements needed to solve the problem, such as variables, data input from the user, and the limitations of the program.
Coding
In this phase, we use a programming language to "communicate" with the computer. The programming languages are also referred to as codes.
Association for Computer Machinery (ACM)
Is an educational and scientific computing society, which has a list of ethical principles called the ACM Code of Ethics and Professional Conduct.
Algorithm Development
Is the phase right after 'Problem Definition and Analysis'.
Programming language or code
Is used for the computer to understand a program.
Pseudocode
It is a detailed description of an algorithm, displayed in an easily understandable language, usually in English, and not in a complicated programming language.
Flowchart
It is a diagram that represents the algorithm. It contains various shapes connected by arrows.
Program
It is a set of specific instructions that tells the computer what to do.
Boolean blocks
It is a type of function block that are hexagonal in shape. They hold True or False values.
Reporter blocks
It is a type of function block that have round corners. They hold number or string values.
Scratch
It is a visual and block-based programming language developed by the Lifelong Kindergarten group of the Massachusetts Institute of Technology (MIT) Media Lab. This enables its users to create different programs such as games, stories, or animations.
Toolbar
It is found at the topmost area of Scratch.
Costumes tab
It is found next to the Code tab.
Sounds tab
It is found next to the Costumes tab.
Sprite1
It is the default sprite name for a new project.
Testing and Debugging
It is the phase wherein we test if the code written out works and displays the correct output. If it does, the code is correct; otherwise, we take a look at the codes again and check for errors.
Scripts area
It is where each block is dragged and stacked or grouped together and is located in the Code tab.
Code tab
It is where the coding and editing happen. It consists of the Blocks tab and Scripts area.
Stage
It is where the program happens or where the sprites move and follow instructions. It also follows the x- and y-coordinate system. Its center is 0, 0.
Algorithm
It refers to the logical sequence of steps and procedures to solve the problem.
Sprite list
It shows all names and thumbnails of the sprites that we will use or have used in the project.
Control Structure
It shows how instructions are performed.
Conditional (decision-making) Structure
Some instructions may involve decisions or conditions before they are executed; otherwise, another set of instructions is executed.
Seymour Papert
The forerunner of Scratch was the LEGO programming language by this person during the 1970s. It was a language that allowed users to control a robot's movement using move or turn commands.
Scratch 3.0
The latest version of Scratch that was released on January 2019.
Nine (9)
The number of the different divisions of the different categories or palettes of Scratch blocks.
Programming
The process of creating a set of instructions or program. It is also referred to as 'coding'.
360 (length) by 480 (width)
The size of the stage in Scratch.
Weekend
The title of the oldest Scratch project which was uploaded on March 2007.
2003
The year the desktop version of Scratch was released.
Cap blocks
These are Control blocks that only have a notch at the top and no bump at the bottom that stops the script. We cannot snap anything below these blocks.
C or wrap blocks
These are control blocks that are C-shaped. Blocks can be inserted into a C block, and executed according to the given condition/s on the C block.
Control blocks
These blocks control how a script is run.
Function blocks
These blocks do not have any notches or bumps. They do not perform commands, instead, they hold values.
Trigger or hat blocks
These blocks have a rounded top and a bump. They are placed at the topmost part of a stack of the script.
Command or stack blocks
These blocks perform the main commands. They have a notch at the top and a bump at the bottom that enable us to stack them on top of each other.
Logo
This directs us to the Scratch website.
Choose a Backdrop
This has four (4) options: Choose a Backdrop, Paint, Surprise, and Upload Backdrop.
Choose a Sprite
This has four (4) options: Choose a sprite, Paint, Surprise, and Upload Sprite.
File
This has three (3) options: New, Load from your computer, and Save to your computer.
Edit
This has two (2) options: Restore Sprite and Turn on Turbo Mode.
Scratching
This is where the programming language, Scratch, derived its name. It is from a technique used by disc jockeys to mix music.
Globe
This lets us choose our language. We choose English since there is no Filipino language available.
Maintenance
This phase involves users actively using the program. In this phase, we can still check for improvements, enhancements, or new problems in the program; thereby repeating the same cycle again.
Thumbnail for stage
This shows that backdrop or background of the stage. A plain white backdrop is the default background.
Sprite Information
This shows the details of the selected sprite.
Thumbnail for Sprite
This shows the thumbnail of the active or currently in use sprite when it is highlighted in blue.
Tutorials
This shows tips on how to use Scratch.