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JavaScript
_______ is a programming language used to create interactive programs and web experiences
Data
Information that a program stores or processes is broadly called _______
Data type
The category of a value—such as a number—string—or Boolean—is its _______
Variable
A named storage location for a value is a(n) _______
Declare a variable
When you create a variable so it can be used in a program—you _______
Initialize a variable
When you give a variable its very first value—you _______
Assignment
Storing a value in a variable is called _______
Assignment Operator (=)
The _______ is used to store a value inside a variable
Constant
A named value that cannot be reassigned after declaration is a(n) _______
Integer
A whole number without a fractional part is a(n) _______
Number
A numeric value used for calculations is a(n) _______
String
A sequence of characters inside quotation marks is a(n) _______
Boolean
A data value that can only be either true or false is a(n) _______
Expression
Any piece of code that produces/evaluates to a value is a(n) _______
Statement
An instruction that performs an action in code is a(n) _______
Operator
A symbol or keyword that performs an operation is a(n) _______
Arithmetic Operator
An operator used specifically for mathematical calculations is a(n) _______
Addition (+)
The _______ operator adds numbers or joins strings
Subtraction (-)
The _______ operator subtracts one number from another
Multiplication (*)
The _______ operator multiplies two numbers
Division (/)
The _______ operator divides one number by another
Modulus (%)
The _______ operator returns the remainder after integer division
Order of Operations
The rules determining the order in which calculations occur are called the _______
Concatenation
Joining two or more strings together into one is called _______
User input
Information supplied by a user while a program runs is called ***
Output
Information that a program displays or produces is called ***
Console
The _______ is an area used to display program output or diagnostic messages
println()
*** is a CodeHS-supported command used to display output on a new line
readLine()
*** is a CodeHS-supported function used to read a line of text input
Type conversion
Changing a value from one data type to another is called _______
Number()
The command _______ converts a value to a number when possible
Random number
A number selected using a randomization process is a(n) _______
Function
A named block of reusable code is a(n) _______
Function definition
The code that specifies what a function does is the _______
Function call
An instruction that runs a function is a(n) _______
Parameter
A named input listed in a function definition is a(n) _______
Argument
The actual value supplied to a function when it is called is a(n) _______
Return value
The value a function sends back to the code that called it is the _______
Return statement
A(n) _______ ends a function and can send a value back to its caller
Scope
The part of a program where a variable can be accessed is its _______
Local variable
A variable available only within its relevant local scope is a(n) _______
Global variable
A variable declared outside functions that may be accessible throughout the program is a(n) _______
Reusable Code
Code designed to be used multiple times is called _______
Abstraction
Hiding unnecessary details behind a simpler representation or interface is called _______
Modular Programming
Organizing a program into smaller—manageable sections is called _______
Canvas
The display area where a program draws graphics is the _______
Graphics
Visual elements displayed or manipulated by a program are called _______
Object
A programming entity that can contain data and provide behavior is a(n) _______
Graphics Object
An object representing a visual element (such as a circle or rectangle) is a(n) _______
Circle
A graphics object used to create a circle is a(n) _______
Rectangle
A graphics object used to create a rectangle is a(n) _______
Text
A graphics object used to display text on the canvas is a(n) _______
Line
A graphics object used to draw a line is a(n) _______
Constructor
A mechanism used to create an object—often with initial settings—is a(n) _______
Coordinate
A value identifying a position on the canvas is a(n) _______
X-coordinate
The horizontal position of an object is its _______
Y-coordinate
The vertical position of an object is its _______
Origin
The coordinate position (0—0) at the canvas's upper-left corner is the _______
Width
The horizontal size of a graphics object or canvas is its _______
Height
The vertical size of a graphics object or canvas is its _______
Position
The location of an object on the canvas is its _______
Radius
The distance from a circle's center to its edge is its _______
Color
A property that determines an object's displayed color is _______
setPosition()
The method _______ sets the position of a graphics object
setColor()
The method _______ sets the color of a graphics object
add()
The function _______ adds a graphics object to the canvas in CodeHS graphics
getWidth()
The function _______ returns the width of the canvas
getHeight()
The function _______ returns the height of the canvas
Method
A function associated with an object is a(n) _______
Message
A request sent to an object by calling one of its methods is a(n) _______
Event
An occurrence—such as a mouse click—that a program can respond to is a(n) _______
Mouse Event
An event triggered specifically by mouse activity is a(n) _______
Randomization
Using randomly selected values in a program is _______
Animation
Creating the appearance of movement by changing graphics over time is _______