Gaming Essentials Lesson 3 Basic Programming Concepts

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Across
  1. 2. a single letter or symbol
  2. 4. the various characteristics of an object, such as size, color, and type
  3. 6. the value that is passed to a method when it is called so that it knows what to do
  4. 8. whole numbers that do not contain a decimal
  5. 9. contains a condition and is often used in repetition and selection structures
  6. 14. used to store information (in the computer's memory) that can be used in a program when executing detailed instructions
  7. 15. numbers that contain a decimal
  8. 17. handlers a function that contains the instructions to tell the program what to do when an event occurs
Down
  1. 1. the ways that words and symbols in a programming language are written by a programmer
  2. 2. used to store the results of a comparison of values
  3. 3. a sequence of characters, numbers or symbols
  4. 5. a named group of commands the object uses to perform an action such as a move
  5. 7. named units of code that perform a task or cause an action to take place ex. "move forward"
  6. 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
  7. 11. an object that is capable of manipulating a value or operator
  8. 12. the variable that holds the argument data(value) needed by the method
  9. 13. components that are associated with a certain object, a definition or blueprint used to create a particular type of object
  10. 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