coding
Across
- 6. notes written in the code that the computer will completely ignore
- 8. changing the data type of a variable using str().
- 9. punctuation used to gather together information, also called parens.
- 15. fixing a bad code.
- 16. a letter, number, word, or sentence in quotation marks.
- 21. steps to follow for each activity in a lesson.
- 23. numbers like 4, 0, and -2 and cannot have decimals or fractions.
- 24. adding two strings together with the + sign.
- 26. stores the text that the user inputs in an Ask command.
- 27. a variable that stores a string (text) value.
- 28. a problem in code.
Down
- 1. the name of an image in a sprite command.
- 2. a location on the coordinate plane.
- 3. the area to type or drag in code.
- 4. input: information passed directly from a user.
- 5. each line of code in a program.
- 7. someone who is using the program
- 10. rules that define the way that code must be written.
- 11. an integer, string, or variable in parenthesis.
- 12. a sequence of commands that tells the computer what to do.
- 13. a character, shape, or text object that can be added to the stage.
- 14. a variable that stores an integer (number) value.
- 17. a block of code that repeats a set of commands.
- 18. a flat area defined by an x-axis and a y-axis.
- 19. at location (0,0) on the coordinate plane.
- 20. punctuation used to surround strings.
- 22. the area where the program's output is displayed.
- 25. the place contains commands to be dragged into the code editor.