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ALGORITHM#1

A set of rules or steps for solving a problem or completing a task, crucial in programming chess engines.

MINIMAX#2

An algorithm used in decision-making and game theory, minimizing the possible loss in a worst-case scenario.

ALPHA-BETA PRUNING#3

An optimization technique for the minimax algorithm that reduces the number of nodes evaluated in the search tree.

CHESS RULES#4

The established guidelines that dictate how chess pieces move and interact on the board.

USER INTERFACE (UI)#5

The means by which a user interacts with a computer program, focusing on design and user experience.

DEBUGGING#6

The process of identifying and fixing errors or bugs in a program to ensure it runs smoothly.

GAME STATE#7

The current condition of the game at any point, including the positions of all pieces and the player's turn.

UNIT TESTING#8

A software testing method where individual components are tested for correctness in isolation.

PROGRAMMING FRAMEWORK#9

A pre-built collection of code that provides a structure for developing software applications.

FLOWCHART#10

A visual representation of a process or algorithm, illustrating the steps and decisions involved.

SIMULATED ENVIRONMENT#11

A controlled setting used to test software behavior without affecting real-world applications.

PERFORMANCE OPTIMIZATION#12

The process of improving the efficiency and speed of a program, enhancing user experience.

INTERACTIVE ELEMENTS#13

Components of a user interface that allow users to engage actively with the software.

DOCUMENTATION#14

Written descriptions and instructions that explain how a program works and how to use it.

FEEDBACK LOOP#15

A process where user input is used to improve and refine the user interface and functionality.

OBJECT-ORIENTED PROGRAMMING (OOP)#16

A programming paradigm based on the concept of 'objects', which can contain data and methods.

SCOPE#17

The context in which a variable or function is accessible within a program.

RECURSION#18

A programming technique where a function calls itself to solve smaller instances of the same problem.

VARIABLE#19

A storage location in programming that holds data which can be changed during execution.

API (APPLICATION PROGRAMMING INTERFACE)#20

A set of rules that allows different software entities to communicate with each other.

AGENT#21

In AI, an entity that can perceive its environment and take actions to achieve goals.

HEURISTIC#22

A practical approach to problem-solving that employs a method not guaranteed to be optimal.

CODE REFACTORING#23

The process of restructuring existing computer code without changing its external behavior.

INTEGRATION#24

The process of combining different components of a software system to work together as a whole.

VERSION CONTROL#25

A system that records changes to files over time, allowing for tracking and collaboration.

EVENT-DRIVEN PROGRAMMING#26

A programming paradigm where the flow of the program is determined by events such as user actions.