Julio's+work

Set counter to 0 Start count Incrimintes of 2 If number equals 100 then display in counter and Go to step 1
 * Count by 2’s to 100 **
 * Julio Roberts **


 * Week 6 Study Questions**

37. What is a function? A function is the basic unit of code that can be invoked in ActionScript. Both user-defined and built-in functions in ActionScript are represented by Function objects, which are instances of the Function class. 38. What are the benefits of using Functions are a powerful feature in ActionScript that make it possible to reuse blocks of code throughout a flash movie in great flexibility. ([|http://www.republicofcode.com/tutorials/flash/intro_func_bc/)] 39. Define the term parameter / argument. a variable that must be given a specific value during the execution of a program or of a procedure within a program. -dictionary.com- 40. What is meant by event-driven programming? Programing actions work with set events. 41. What is an event handler? An event handler is a function thats tells the event property how to respond during an event.

42. How are event handlers used? An example of an Event handlers are mouse events. 43. What is an event listener? Event listener are functions that start during certin events.

1. Define the term algorithm.-An algorithm is a process used to accomplish a task. 2. List the key features of an algorithm.-problem to be solved-sequence-decision-repetition 3. Describe what is meant by a sequence.-Sequence is succesion of events one after another. 4. Describe the if...then, and if...then...else constructs.-If then constructs test whether the exit status of a list is succesful. 5. Describe the repeat and while loop constructs.-Repeat and loop constructs goes thru a list of commands as long as the conditions are true. 6. List three different ways of stating algorithms.-Pseudocode-Flowchart-Step-Form 7. Explain what is meant by a variable.-A vairable is a function that can take the form of a value or set of values. 8. Give some examples of variables in your everyday life.-Weather and traffic are some every day varibles. 9. What is a datatype?-A data type is an attribute that specifies the type data that the object can hold. 10. List three datatypes that can be used in algorithms.-binary strings-integer data-character data 11. Explain what is meant by variable naming conventions.-Variable aming conventions are how you name the variable so the computer understands. 12. Describe a strategy for designing algorithms.-step one define problem-step map each step to accomplish goal-write algorithm-verify 13. Sketch and briefly explain the software dev. life cycle.-Software latest as long as task are met efficently. 14. Where in the Software Design Life Cycle (SDLC) is the program design activity?-Design gets involve in SDLC cycle during phase 3. 15. Explain what is meant by the terms variable and process.-Varibles and processes are a set of commands that change inputs into outputs. 16. Write a step-form algorithm to solve the problem: "Design a program which counts all the pages of a given book."
 * Week 2 Study Questions**

=Week 3 Study Questions=

17. What is pseudocode?-An outline of a progam that can be written into a real program. 18. List the pseudocode statements for input, output, iterate, decision, and processing.-Input variable, variable-FOR x = 1 to 10 DO xSquared = x * x Display x, xSquared ENDFOR-variable = expression-Display value, value_IF condition THEN statement statement 19. Use math, relational, and logical operators in pseudo-code.-Algorithm (arrayMax(A, n))curMax = A[0]//1// // for i=1 i<n i++ //n //1 or 2// // if curMax < A[i]curMax = A[i]return curMax //1 20. Use subprocess/subroutines/functions in pseudo-code.-demoProgram ... displayTenStars displayAverage(count, total) STOP =Week 4 Study Questions=

21. Describe what is meant by a program flow chart.-A flowchart is a diagrammatic representation that illustrates the sequence of operations to be performed to get the solution of a problem.22. Sketch and label the symbols and constructs used in flow charts.start or end of the programComputational steps or processing function of a programInput or output operationDecision making and branchingConnector or joining of two parts of programMagnetic TapeMagnetic DiskOff-page connectorFlow lineAnnotation 23. State the guidelines for drawing flow charts.-In drawing a proper flowchart, all necessary requirements should be listed out in logical order.-The flowchart should be clear, neat and easy to follow. There should not be any room for ambiguity in understanding the flowchart.-The usual direction of the flow of a procedure or system is from left to right or top to bottom.-Only one flow line should come out from a process symbol.24. Design a program using a flow chart.  -Computational steps or processing function of a program -Input or output operation -Decision making and branching -Connector or joining of two parts of program -Magnetic Tape || -Off-page connector -Flow line -Annotation -Display ||
 * [[image:b1.gif]] ||< -start or end of the program
 * [[image:b2.gif]] || -Magnetic Disk

25./26. Use subprocesses in flow charts. Use nested conditionals in flow charts. 27. Use nested loops in flow charts.