Across
- 3. the place where users can interact and communicate with computers and other devices.
- 5. Instructions written in code which can then be run by a computer.
- 7. A digital image stored as mathematical equations for points lines and shapes
- 11. A series of instructions that follow one another in order.
- 14. Sets of instructions that run at the same time.
- 18. Assigning an initial (beginning) value to a variable or object in a program.
- 19. Single Instructions for a sprite which can be dragged and snapped together.
Down
- 1. A series of still frames shown in succession.
- 2. A digital image file stored as pixels.
- 4. The area in Scratch that displays a finished program when it is being run.
- 6. Finding and fixing errors in a program.
- 8. The horizontal (x) and vertical (y) address of any point on a computer screen.
- 9. one image in a series of many images
- 10. the frequency or speed at which frames in a video sequence are displayed.
- 12. An action that causes something to happen.
- 13. Groups of blocks that are attached to each other in the Code Area and run in a specific order.
- 15. a set of steps that explain how to complete a task.
- 16. a sequence of steps or instructions that repeat.
- 17. A character or object we control with code.
