Gaming Tech 1 Semester Vocab
acceleration | Acceleration is a change in velocity. Typically, acceleration is an increase in velocity; deceleration is a decrease in velocity. |
algorithm | A complete, well-defined sequence of steps for completing a task or solving a problem. |
argument | Information sent to a function that it needs to perform its action. |
array | An array is a collection of variables that are given the same name and are individually referenced by an index. |
binary operator | A binary operator works on two values. |
Boolean | As an adjective, something described as Boolean means that it is related to George Boole. As a noun, a Boolean typically refers to a Boolean variable or expression: an expression that can only have two possibilities. These values are often expressed as true/false, one/zero, or on/off. A Boolean value is one of those two possibilities. |
bug | In programming, a bug is an error in a program’s code. |
canvas | In the MakeCode Arcade image editor, the canvas is the space where an image is drawn. |
canvas zoom controls | The zoom controls are used to zoom in and out on the canvas. |
computer | An electronic machine that can solve different problems, process data, store and retrieve data, and perform calculations. |
computer program | A sequence of instructions or steps, written in a language that can be understood by a computer, that will be used by the computer to complete a task or solve a problem. |
computer science | The study of the principles and use of computers. |
condition | A condition is an expression which compares two things. |
constant | A memory location whose contents do not change throughout the lifetime of the program. (Yes, technically, constants are a type of variable.) |
control variable | In an iteration structure, a control variable is a variable that determines whether the iteration structure repeats its code or exits. |
debug | A process of locating and removing computer program bugs, fixing errors or abnormalities. |
debugging | The process of removing bugs from programs. |
definite loop | A definite loop is an iteration structure where the number of iterations is known before the code within the loop is executed. |
directional pad | Also known as the d-pad, the joypad, or the joystick, the directional pad is used by the player to move in the four cardinal directions (north, south, east, and west). |
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event | An event is some sort of interaction, either between the user and the program or between two elements of the program. |
event handler | An event handler is a set of code that responds to an event. |
extension | In MakeCode, an extension is a pre-made package that you can add to a MakeCode project to add functionality. |
flag | A flag is a Boolean value stored in a variable that is used to indicate a status. |
function | Reusable piece of code that performs one specific action. |
function definition function header | A function’s name, parameter names, parameter types, and return type (depending on programming language). |
ground tile | In a tilemap for a platform game, a ground tile is a tile on which the player can walk. |
hero sprite | The hero sprite represents the player. The player usually controls the hero sprite with the controller buttons. |
implementation | Code that generates a desired action (e.g., the function’s implementation). |
increment | To increment a variable means to increase its value by a certain amount (e.g., to increment a variable by 1). |
indefinite loop | An indefinite loop is an iteration structure where the number of iterations is not known before the code within the loop is executed. |
index | When used with an array, an index is a non-negative integer that references an individual variable in an array. |
infinite loop | An infinite loop is an iteration structure that has no way of exiting through its control variables. |
input | Input is information that is provided by the user. |
iteration | An iteration structure repeats a set of code. It is often called a loop. An iteration of a loop is a single execution (or pass) through the code contained in the loop. |
millisecond | Millisecond is abbreviated ms and is 1/1000 of a second (1,000 milliseconds = 1 second). |
operation | An operation is some sort of manipulation of one or more values. |
operator | An operator is the visual representation of an operation. For example, the plus sign (+) is the operator for the addition operation. |
parameter | A piece of information that a function can use to perform its action. |
placeholder | In a tilemap, a placeholder is a special tile that marks where a sprite could appear. |
playground | In computer programming, a playground is a project specifically built for “play,” to try out new skills or to test a theory. It is also known as a sandbox. |
programming language | A vocabulary and set of grammatical rules for instructing a computer or computing device to perform specific tasks. |
refactor | To change code so that it creates the same result but does so in a different way (usually to simplify the code). |
sequential search | To search through a collection (e.g., an array) in a particular order; the search stops when the item is found or when the end of the collection is reached. |
simulator | In the MakeCode project editor, the simulator represents the hardware device that is being programmed in the environment. In MakeCode Arcade, the simulator represents a handheld game machine with a screen and player controls. |
stepping | Stepping through code means to execute code one line or block at a time. |
string | A string is a value that is not treated as a number. In MakeCode, strings are called text values. |
text value | As opposed to the term string, MakeCode uses the term text value. A string variable, then, is a text variable in MakeCode. |
tile | A tile is a small, regularly shaped image used in a tilemap to present an element within the game’s environment. |
tilemap | A tilemap is a matrix of tiles. |
variable | A variable is a named location in memory. The word variable shares a root with the verb to vary, as in to change, since the value of a variable can change throughout the lifetime of the program. |
velocity | Velocity is the rate of change in the position of an object. Another word for velocity is speed. |
wall | In a tilemap, walls are selected tiles through which sprites cannot pass. |