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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.