Gaming Essentials Lesson 3 Basic Programming Concepts
Across
- 2. a single letter or symbol
- 4. the various characteristics of an object, such as size, color, and type
- 6. the value that is passed to a method when it is called so that it knows what to do
- 8. whole numbers that do not contain a decimal
- 9. contains a condition and is often used in repetition and selection structures
- 14. used to store information (in the computer's memory) that can be used in a program when executing detailed instructions
- 15. numbers that contain a decimal
- 17. handlers a function that contains the instructions to tell the program what to do when an event occurs
Down
- 1. the ways that words and symbols in a programming language are written by a programmer
- 2. used to store the results of a comparison of values
- 3. a sequence of characters, numbers or symbols
- 5. a named group of commands the object uses to perform an action such as a move
- 7. named units of code that perform a task or cause an action to take place ex. "move forward"
- 10. one occurrence of a class or object. For example, a program may have a class/object named Animal, but there could be many instances of Animal, such as lion, cat, and dog
- 11. an object that is capable of manipulating a value or operator
- 12. the variable that holds the argument data(value) needed by the method
- 13. components that are associated with a certain object, a definition or blueprint used to create a particular type of object
- 16. the things you think about first in designing a program and they are also the units of code that are eventually derived from the process