Across
- 4. - A graphics object that can be moved on top of or behind a background.
- 9. - an error
- 10. through a program's
- 12. - A line in the code that helps execute the program
- 17. - the process of
- 19. saying that if it has a particular attribute it
- 21. the same task again and
- 24. - Pulling out specific differences to make one solution work for multiple problems.
- 25. - a mark made by the creator of the program set aside from the actual code that does nothing
- 27. or mistake.
- 28. - when something
- 31. - a computer's
- 32. out a task.
- 33. usually, but not always, for a set
- 34. - A piece of code that can be called over and over
- 36. - commands that alter the objects and world to move or look different, it alters the objects and world.
Down
- 1. only on condition
- 2. do one thing, otherwise it'll do something else.
- 3. - the process of
- 5. - the place of the x, y, and z axis on an object in the world.
- 6. - Extra bits of information that you can pass into a function to customize it
- 7. - The x,y,z axis
- 8. else happens first.
- 11. a program
- 13. - Statements that only run under certain conditions.
- 14. - Writing instructions for a digital tool
- 15. - a label to which a value can be
- 16. - An entity that is spawned into the world that methods can alter and change.
- 18. - Transforming actions into symbolic language
- 20. of times.
- 22. - A single value of either TRUE or FALSE
- 23. (Nest) - one piece of
- 26. - a precise sequence of instructions for successfully
- 29. - commands sent to the program that help execute the program by telling it what it should be doing at any given time.
- 30. of evaluating something
- 31. the way it should.
- 35. to locate and fix a
- 37. stops it from working
