Across
- 5. - A named bit of programming instructions.
- 6. - A label for a piece of information used in a program.
- 9. - The visual elements of a program through which a user controls or communicates with the application. Often abbreviated UI.
- 10. - How easy, efficient, and satisfying it is to use a human-made object or device (including software).
- 11. - Something a program checks to see whether it is true before deciding to take an action.
- 12. - A first or early model of a product that allows you to test assumptions before developing a final version.
- 13. - Additional information provided as input to a block to customize it's functionality
- 14. - Finding and fixing problems in an algorithm or program.
Down
- 1. - in programming, an expression that evaluates to True or False.
- 2. - A character on the screen with properties that describe its location, movement, and look.
- 3. - Statements that only run when certain conditions are true.
- 4. - A label for a characteristic of a sprite, such as its location and appearance
- 5. - Part of a program that adds functionality for the user
- 7. - a simplified representation of something more complex.
- 8. - the way that sprites' properties are used in Game Lab, by connecting the sprite and property with a dot.
- 10. - Someone who uses an object, including software and hardware.
- 12. - An algorithm that has been coded into something that can be run by a machine.
- 15. - Part of a program that does not work correctly.
